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 Some data needed. :)

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GodRage
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PostSubject: Some data needed. :)   2015-07-26, 11:49

Hello.. Smile
There is some Heroes II data that I don't know, and so, they are missing on my site...
I hope you can help me. Smile

About spells ;
has what % of being found in the Mage Guild? (I have % for all others, but not this one! lol)

How does works? Distance is view range of the hero? Does Magic-Power make it lasting more turns? (sometimes it has been lasting more than 1 turn.. maybe my french bugged version? xD)

can take control of a stack of maximum (Magic-power *25) HP.
Right or wrong? (Magic*15?)

does...
paralysed stack cannot do anything (?)
until something hurts it and then remove paralysis (?)
paralysed stack prevent hero to retreat (?)
finally, works exactly same as blind (?)

That's all for today. Smile

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PostSubject: Re: Some data needed. :)   2015-07-26, 15:11

Hello! Yes, I can help you.

Dispel magic:

So.....sounds like you think there's some simple number where the game rolls a die, and, if it comes up high enough, that spell is included.

Nope, that's not how it works at all. There is, of course, a well-defined "percent chance" of a spell appearing, but it varies by the faction.

If you want to see how it actually works, look at the town::SelectSpells method here: https://github.com/jkoppel/project-ironfist/blob/master/ironfist/src/cpp/town/town.cpp

Importantly, it is guaranteed that every mage guild will have at least one of Dispel Magic, Mass Dispel, Anti-Magic, or Cure. If Dispel Magic is not included via that special mechanism (25% chance it is), then it can still be included normally, where it randomly competes with every other spell of its level until the mage guild is full. Its weight for inclusion is 275.

Identify always lasts one turn. It appears to work for all your heroes.

Yep, Hypnotize works if hp <= spellpower * 25


It would be a bit more work to dig around Paralyze, but, from my playing experience, it works just like blind, except that paralyzed creatures do not retaliate when attacked.
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PostSubject: Re: Some data needed. :)   2015-07-27, 07:34

Thanks Darmani for your answer. Smile

It's definitively not my language.. I wasn't able to understand enough to get how spells works.
But at least... your description about "how it works" make me thinking that i should change how I display it on my site...
Damn... I wanted to fix that before translating it but... hmm... Maybe you have a table of probabilities (frequency) somewhere? (or 6 tables? 1 for each alignments? ^^).


I forgot to tell in my first post, but it's about Heroes II: Price of Loyalty, but because I guessed that P.Ironfistwas same on that, I didn't made it clear. Razz


Really? One heroes cast Identify and all others get the effect? So, the range of this spell is based on "all my heroes" radius. Smile good to know. Smile


Darmani, thanks a lot for your answers. Smile

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PostSubject: Re: Some data needed. :)   2015-07-27, 07:44

If you want comprehensive info on Heroes 2, you should visit the best Russian Heroes 1-2 handbook. You can translate everything in Google Translate or ask me specific sentences to translate in English properly.

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PostSubject: Re: Some data needed. :)   2015-07-27, 08:01

Orzie wrote:
the Russian Heroes 1-2 handbook
There isn't data about probabilities to get them in the Mage guild.

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PostSubject: Re: Some data needed. :)   2015-07-27, 08:15

There actually is I think, but it is located on its forums. It's hard to navigate for you though because it's all in Russian.

For example, interesting info about a higher possibility of Lvl 2 dwelling generation in random non-neutral town than in random non-neutral castle:

AlexSpl wrote:
Оказывается, вероятность появления жилища существ 2-го уровня выше в случайном, не нейтральном городе, чем в случайном, не нейтральном замке  :smile1:

Towns/castles of Human player:
1. Random castle, non-random town/castle: 1 - (1 - 0,3)^2 = 51%
2. Random town: 1 - (1 - 0,3)^3 = 65,7%

Neutral towns/castles:
1. Random castle, non-random town/castle: 0,3 = 30%
2. Random town: 1 - (1 - 0,3)^2 = 51%

Towns/castles of Computer player:
1. Random castle, non-random town/castle: 1 - (1 - 0,3) * (1 - 0,51) = 65,7%
2. Random town: 1 - (1 - 0,3)^2 * (1 - 0,51) = 75,99%

Thing is, starting levels of lvl 2 are generated at least in 1, and at most in 3 stages:
1. With a probability of 30% in a Random town
2. With a probability of 30% in any town/castle
3. With a probability of 30% for Human player and 51% for Computer player in any non-neutral town/castle.

Thus, Random Town, which will become the player's town, will go through all 3 stages, while the neutral castle - only 1.

I can do an extended search for you a bit later if you won't be able to find the needed info in Darmani's link.

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PostSubject: Re: Some data needed. :)   2015-07-27, 10:28

We need the table. Smile
Because it's the only way for "normal players" to understand the result of the game program Smile

But anyway, in a first step, it means that the "getting chance %" on my website is wrong.

So, if I understood well, it's like the skills?; just a value. ("weight for inclusion")
With some specificities... Mage guild lvl2: one of the spells must be choosen between Dispel Magic, Mass Dispel, Anti-Magic, or Cure. All same "weight for inclusion"? (it's really 25%?) for any castle?

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PostSubject: Re: Some data needed. :)   2015-07-30, 09:45

So... In this page (I look it everyday... lol)

Code:
if( this->factionID == FACTION_NECROMANCER && this->ownerIdx != -1 && !gbHumanPlayer[this->ownerIdx]) {
      int death_spell = Random(0, 100) >= 50 ? SPELL_DEATH_WAVE : SPELL_DEATH_RIPPLE;
      int l = gsSpellInfo[death_spell].level - 1;
      this->mageGuildSpells[l][numSpellsOfLevel[l]++] = death_spell;

If I am right :
if( this->factionID == FACTION_NECROMANCER && this->ownerIdx != -1 && !gbHumanPlayer ...
If the castle is Necromancer's castle and if it's not an Human Player, then...
Random(0, 100) >= 50 ? SPELL_DEATH_WAVE : SPELL_DEATH_RIPPLE;
Roll 100 faces dice: if you get 50 or more, you got Death Wave and/or Death Ripple spells.

It's data for Ironfist, I hope it's also true for PoL 2.1. :p

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PostSubject: Re: Some data needed. :)   2015-07-30, 13:11

Close. The second line means it has a 100% chance of getting Death Wave or Death Ripple: 50% chance of Death Wave and 50% chance of Death Ripple. (In addition to the "normal" chance of getting each one.)

And yes, that code is taken straight from the original game.
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PostSubject: Re: Some data needed. :)   2015-07-31, 01:51

But even, this is for the computer/neutrals castle...
for the players, seems there is only the next part or programmmmmm... ok we are sure to get 1 damage spell (5 spells, 20% each : MAGIC_ARROW;LIGHTNING_BOLT;FIREBALL;COLD_RING;COLD_RAY;) and 1 heal (DISPEL_MAGIC;MASS_DISPEL;ANTI_MAGIC;SPELL_CURE;)
and the others ones, it's about weight?

SPELL_DIMENSION_DOOR Dimension Door is weight 1500 ... and it's in a random (1-1500).
human is weight 1500...
I can copy the bribes I get, but I can't make a clear explanation about how it works...


I understand that this "spells proba" table would be useless for most of people here, because they restart the game until getting the spell they want in the starting castle. (I'm sure there is a program who do that for spells. ^^)
But for me, I'm never going to do that... I prefer to choose my faction also because of spell probability... if it differ for human's factions. Smile (until now, it was for Necromancer non-human. ^^)

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PostSubject: Re: Some data needed. :)   2015-07-31, 02:11

For offline tournament practice it is normal to generate the required spells because of a chosen strategy. And yes, there is special software for that, the use of which is permitted, and moreover - encouraged.

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