Comments (10)
if you win the carry over scenario with just elementals or other temporary troops left?
Heroes with empty armies are not supported in fheroes2. If you "win" the battle but you have no army as a result (only summoned or non-true-resurrected units at the end of the battle), then your hero will lose and get a basic starting army (in fact, both sides will lose the battle). In theory you should get the basic starting army as a carry-over army in this case (and you should never get an empty army).
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According to my observations, the "carry-over forces" award is used only in scenarios with single hero (which is logical, because if it were possible to hire a lot of heroes, it is not known which hero's troops would need to be carried over). In all cases, the task is to capture the castle. If both heroes are defeated in the process of capturing the castle, then the castle does not change its affiliation (the attacking hero could not enter it), so you just cannot win the scenario in this case, therefore, under normal circumstances, the option when no forces are carried out is not possible.
However, I have made some minor changes, mostly cosmetic (e.g. early assertion) in #8419.
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Actually the empty cary over army is due to a dubious save that I had made by making some test code, so this could be a false alarm. The test code would instantly win the scenario so the final battle in the carry over scenario would never happen. The attached save has an empty carry over army, although I guess that could be possible if you win the carry over scenario with just elementals or other temporary troops left? I will need to investigate this.
It could be interesting to see what happens in the OG if you use the 911 code and have no hero with an army.
Perhaps the most logical outcome is to have no carry over award. As for Roland and Archibald in their final missions, I suppose they should start with the armies they have in case you chose the crown scenario instead of the carry over scenario.
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I'm reopening this due to the hypothesis from the last post.
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If you start the final mission in the OG, then dismiss your hero and type "911" to instantly win, the army of Roland will be just 1 peasant:
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According to my observations, the "carry-over forces" award is used only in scenarios with single hero (which is logical, because if it were possible to hire a lot of heroes, it is not known which hero's troops would need to be carried over).
In the scenario in question you can hire more heroes. The final town you get to can be upgraded and you can hire more than one hero.
In all cases, the task is to capture the castle. If both heroes are defeated in the process of capturing the castle, then the castle does not change its affiliation (the attacking hero could not enter it), so you just cannot win the scenario in this case, therefore, under normal circumstances, the option when no forces are carried out is not possible.
Yes, this is how the original game works. I did some tests earlier to confirm how the original game worked regarding resurrected creatures and when both heroes die (by using Armageddon, for example).
However, I have made some minor changes, mostly cosmetic (e.g. early assertion) in #8419.
One thought I had is if we ever implement cheats like the original game, then the problem of winning without doing the final battle, or without owning a hero, could be a reality.
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The final town you get to can be upgraded and you can hire more than one hero.
IIRC you win the scenario immediately once you capture that town. You have no time to build the castle and hire a hero. Even if you capture the empty town by moving a hero to that town, you still need to move that hero out to recruit a new hero, but once you leave the town screen to move the hero out, the scenario ends.
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My comment was a bit ambiguous.
The castle I was referring to is this one:
And it's in fact necessary to upgrade this to castle, and likewise in the respective Archibald mission, to build a shipyard and beat the mission.
EDIT: Well, you can get Dimension Door in one of the other towns that have Mage Guild level 5 pre-built, but the map was obviously not made in such a way that it can only be beat due to RNG like that.
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Interesting, if there will be multiple heroes in OG, army of which one will be carried over? Always starting hero, hero who won the last battle, or some other option? In fheroes2 currently it will be the army of hero who won the last battle (literally). So if one hero attacks some wandering stack, won the battle, and then another hero attacks the target castle and there is a draw, then it will be the army of the first hero that will be carried over. Moreover, if there will be no battles at all except the last one, there will be a draw and then the target castle will be captured by some newly hired hero, then no forces will be carried over at all. But this scenario seems almost unbelievable.
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Interesting, if there will be multiple heroes in OG, army of which one will be carried over? Always starting hero, hero who won the last battle, or some other option?
In fact, this is the campaign award that never stops giving new edge cases :P
In fheroes2 currently it will be the army of hero who won the last battle (literally). So if one hero attacks some wandering stack, won the battle, and then another hero attacks the target castle
That is interesting. I will have to check that. I suppose it's worth it to figure out the best solution because it could be possible, though I don't know if this will be that case, that carry over forces could be added as a possibility to have in custom campaigns.
and there is a draw, then it will be the army of the first hero that will be carried over.
Moreover, if there will be no battles at all except the last one, there will be a draw and then the target castle will be captured by some newly hired hero, then no forces will be carried over at all. But this scenario seems almost unbelievable.
Yes, I have seen AI players casting Armageddon and killing themselves, but I'm not sure if that AI player would try to surrender in fheroes2 (depends on what level they have and artifacts), and what spells they have.
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Related Issues (20)
- Castle screen, upgraded and regular mausoleums have different alignment HOT 1
- AI heroes must be able to jump into uncovered fog while using Dimension Door HOT 2
- Battle screen, auto combat disabling dialog refers to "battle", not "combat HOT 8
- Archery skill, missing description for shooting without obstacle penalty
- Sorceress castle, Rainbow sprite enhancement HOT 1
- Sorceress town screen, fixing sky flaws HOT 3
- Combat, functioning of genie ability and damage display HOT 2
- Combat screen, the paladin troop corpse sprite is displayed over the bone dragon troop creature count indicator
- Combat screen, phoenix troop number indicator is not updated before the phoenix troop attacks
- Innoextract needed for fheroes2-extract-resources script on macOS HOT 3
- Adventure map, the rapid change of focus on the heroes appears to be like a graphical flaw HOT 4
- Roland campaign mission 7, shipyard cant build ship HOT 1
- Improved ally behavior
- Adventure map, AI should not capture bottle objects on the ocean HOT 5
- Adventure map, AI behavior, red AI player's hero Luna zip zap on the adventure map with dimension door and town gate spells (1.0.12 8369)
- Combat, AI behavior, red AI player's hero Luna wastes spell points for nothing with the resurrect spell (1.0.12 8369)
- Meeting screen, hero's necromancy level is incorrectly displayed in the meeting screen with the Spade of Necromancy artifact HOT 1
- Kingdom Overview screen, type of creatures available for recruitment is not updated when a dwelling is built in the castle
- Assertion `isWater()' failed HOT 4
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