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mas1er
Tavern Dweller
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posted June 25, 2015 03:23 PM |
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Randomness issue
Hello.
There are strange issue about randomness in the battles. I found if you save the game before battle, fight, then load and battle the same way you will have the same results! Damage always will be the same, even morale occur every time in the same moment.
What is pretty weird. The game should generate numbets every time before any unit attacks. But it seems that everything is already known before fight... Ridiculous
Could you comment this issue?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted June 25, 2015 04:41 PM |
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted June 25, 2015 07:46 PM |
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This is known thingy.
basically you have a sequence of pre-generated numbers which is done either when you launch a map or every N time (where N is day, week, month i dont know).
If you go in a fight and the second attack of your units have luck, every time you load the battle the second attack will be lucky. Same goes for moral, if unit X gets moral benefit on his third turn he will have it every time you load the battle.
Despite the fact this prevents cheating you can cheat the game by using this knowledge in your favor.
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mas1er
Tavern Dweller
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posted June 25, 2015 09:06 PM |
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I don't like this. I would rather have "normal, unprepared randomness mechanics", but if current system prevents cheating, then ok.
But I think it still can be manipulated by f.e splitting units...
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EnergyZ
Legendary Hero
President of MM Wiki
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posted June 26, 2015 05:46 AM |
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mas1er said: Hello.
There are strange issue about randomness in the battles. I found if you save the game before battle, fight, then load and battle the same way you will have the same results! Damage always will be the same, even morale occur every time in the same moment.
What is pretty weird. The game should generate numbets every time before any unit attacks. But it seems that everything is already known before fight... Ridiculous
Could you comment this issue?
Depends on which game you are playing. I do remember H3 has randomly generated number damage. H4 (and beyond) do not, actually.
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Woe
Tavern Dweller
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posted July 08, 2015 10:03 AM |
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The index of the seed is responsible for generating the chance-based actions through out the map, and albeit you can't change it, you still can manually assign the events. In other words, if a particular event is unfavorable, you can alter the pre-existing actions in order to influence the future actions.
For example, you build a level 5 magic guild in a necropolis town, which offers Curse of he Netherworld. By reloading the game it won't alter the chance on the level 5 spells, but if you take different actions prior to the build, it would result in a different roll, which in turn would re-roll the spell set.
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zmudziak22
Supreme Hero
Heroes 3 Fan
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posted July 08, 2015 02:27 PM |
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This is ain't true. The spells that appear in mage guild are defined at start of map. At least that work in H1-3. In H5 maybe is same. Also we can predict which spells can appear in mage guild.
Each of 7 faction(excluding Stronghold) have 2 magic schools definied. We can get for example in Necropolis CotN and Summon Phoenix at level 5 or Armageddon and Resurrection in Sylvan
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted July 08, 2015 10:32 PM |
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Woe said:
For example, you build a level 5 magic guild in a necropolis town, which offers Curse of he Netherworld. By reloading the game it won't alter the chance on the level 5 spells, but if you take different actions prior to the build, it would result in a different roll, which in turn would re-roll the spell set.
No, you need to wait and built the next week.
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Woe
Tavern Dweller
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posted July 12, 2015 04:42 AM |
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Perhaps I should of been more specific. For multiplayer games:
it's neither determined at map creation nor at the start of the week. This can be tested, and I advise you do, reloading can alter the spells in the magic guild if the actions prior to the build are re-assigned. However, for single player games, the starting seed seems to be the decisive factor.
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