I’m releasing another development build. It brings a number of bugfixes. All known major regressions introduced since 0.81 are fixed. Some old ones as well.
If there are any other issues that are maybe not top priority but you especially want them to be looked into before the next release, let me know here.
First dev build with feature changelog - [forum.vcmi.eu/t/vcmi-0-81b-development-version-r1689/319/1)
Previous dev build 0.81c: [forum.vcmi.eu/t/vcmi-0-81c-development-version-r1695/321/1)
Answering Zamolxis’ question from previous thread about marketplaces - I’m still wanting to make some final fixes. I’m aware of missing trader text (all that “please inspect our fine wares”), missing tooltips for buttons and some subtitles that are not fitting the boxes correctly. I hope to correct it before the 0.82.
If you encounter any non-text issues, please report them.
in war mode slow animation of “arrows”. Animation speed - fastest, all OK - but arrows slow
i have localized version (russian). All strings russian - it’s ok. But when looking at neutral at map - quantity at russian, caption at russian, but “Threat : XXXX” - english! why?
Yes, I need more explanation, please
getArmyStrength - does VCMI, during calculating it, “know” the exact number of creatures i.e. if we have lots (20-49), but there is 35 creatures, the strength is calculated 35xHP or is used AI Values (page 24, Tribute to Strategists)?
getTotalStrenght - by analogy, how is it calculated? Hit Points (HP) or AI values?
it’s calculated as follows, using exact amounts of creatures and AI values from Tribute to Strategists:
int CCreatureSet::getArmyStrength() const
{
int ret = 0;
for(TSlots::const_iterator i = slots.begin(); i != slots.end(); i++)
ret += i->second.type->AIValue * i->second.count;
return ret;
}
getTotalStrenght (product of strength of hero and his army):
int CGHeroInstance::getTotalStrength() const
{
double ret = getHeroStrength() * getArmyStrength();
return (int) ret; //just changes the type, nothing interesting
}
where getHeroStrength is (getPrimSkillLevel(0) is hero’s attack and getPrimSkillLevel(1) is his defense):
I didn’t invent it, I’ve just implemented formulas that was given in Strategija as a part of joining rules (deciding whether a neutral creature is willing to join a hero).
Thx.
I’ve just wondered if the formula isn’t to easy to estimate the exact amount of creatures.
Maybe in final product it should be possible to disable this feature.
Don’t get me wrong, it is great as a feature
PS>I know I have warped mind