When does simultaneously game play ends?

The new Heroes games produced by Ubisoft. Please specify which game you are referring to in your post.
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When does simultaneously game play ends?

Unread postby Skullos » 08 Jun 2008, 16:19

When does simultaneously game play ends in multiplayer? Is it only when players are "close" to each other or is it also when the computer player is in the vicinity?

Will it go back to simultaneously play again if the heroes of a respective player from a different team is beaten and disappears from the vicinity?

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Unread postby Skullos » 08 Jun 2008, 16:55

To add to my own question.

If we have a multiplayer game going, and we are allies, can we then play simultaneously?

What is the triggering effect of this?

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Unread postby PhoenixReborn » 08 Jun 2008, 18:40

As soon as two heroes from enemy teams are in movement range of each other it goes to turn-based mode. It will never go back to simultaneous mode.

From the earlier game version I thought you couldn't do sim turns with allies. Elvin if you're out there did you try zilonite's team map on TOH? How did it go with sim turns?

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Unread postby Lepastur » 09 Jun 2008, 16:23

Here is an article which describes how it works exactly and how can we control them in order to get them long until X week. Unfortunately, it's in spanish and now I've no time to translate it, although I guess an automatic translator could be enough to give some idea about what it says. Summing up, it depends on the range, but this last one is altered by the MON barriers and their Power.
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Unread postby fiur » 18 Jun 2008, 03:52

PhoenixReborn wrote:As soon as two heroes from enemy teams are in movement range of each other it goes to turn-based mode. It will never go back to simultaneous mode.

From the earlier game version I thought you couldn't do sim turns with allies. Elvin if you're out there did you try zilonite's team map on TOH? How did it go with sim turns?
I've played it... (4 player, mp) and it works just fine, sim turn ended the day those portals get active (day 25 or so)

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Unread postby winterfate » 18 Jun 2008, 05:51

I'm reading the article right now. It's pretty interesting. :)
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Unread postby Lepastur » 18 Jun 2008, 07:51

Yep, the most interesting part is about controlling the moment when the sim turn breaks. We wanted to translate it since a long time ago, when we published it in order to share it with the International Community, but we had no time and that will keep going that way until July or maybe August, so any translation help would sooo welcome :proud:
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Unread postby winterfate » 19 Jun 2008, 01:19

It's a lot of text... :S

I might translate it in my spare time. :)
(That is, if I don't go and do something else instead! :devious:)
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Unread postby Lepastur » 19 Jun 2008, 14:22

That would be great :-D Just let me know when it's done, please ;|
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Unread postby winterfate » 20 Jun 2008, 02:39

@Lepastur: Sure thing. ;)

Well, actually...I'm done with the first four paragraphs. Here they are, for all to see (I hope you don't mind that I post this here. :))

As for the rest, since those involve the tables and images you have posted in your article, I've left them alone. :)

Well, to all the non-Spanish speaking members of this forum, here's (a greater part of) the article Lepastur wrote for the Simultaneous Turn System.

Note: I take no credit for the writing of this article, but I take credit for the (somewhat complete) translation of said article. ;)
Lepastur wrote:Mysteries of the Simultaneous Turn System

Prologue

Have you ever asked yourself what makes the Simultaneous Turns in Heroes V end suddenly? If you test it out, you will soon discover that it has nothing to do with the parts of the map visible to each player. To verify this, all you need to do is place a Cartographer next to the starting towns and pay the 4000 Gold required to reveal the map. If you do so, you will be able to observe how the opponents move without any problems. Therefore, you can reach the conclusion that the Simultaneous Turn System is deactivated because of other elements, and these, as is logical, are those that the game considers as "barriers" and "action radii" of the heroes.

Barriers

Like their name indicates, they are those elements that denote zones perfectly limited for the game. These are, on one side, the physical elements, obviously, like mountains, forests, water and any other type of element that blocks passage, except the fleeting ones like the Border Guards, since they depend on whether the Keymaster's Tent has been visited or not, the game does not consider them as barriers. On the other hand, we have the groups of neutral creatures and also Garrisons where these forces can be placed.

Action Radii

The idea of action radius is very intuitive, and it includes the zones of influence of the heroes, that is to say, it is given by their reach in function of the movement points they have at that moment.

Conflict between creature barriers and action radii

Once we have established both concepts, it is necessary to specify when the Simultaneous Turn System (STS) determines that these must be interrupted, given that practice has proven that it does not function in the most immediate way we might think, which would consist in that the ST's would stop functioning once the creature barriers disappear and the action radii of two heroes interesect. But this theoretical manner of function would have one problem: What would happen if two heroes entered combat in the same turn against the same barrier? Then, to prevent that from happening, the STS has a rule by which it anticipates these situations by measuring the potential of the heroes' armies and the barrier in question. This measurement cannot be any other but the one that the manual establishes in its unit point tables. Have you ever asked yourself what the Power rating is good for?

According to these values, what the STS does is consider the temporary creature barriers as static (as if they were mountains) as long as the Potential of the creatures in the neutral stack is superior to the total of the Potential of the heroes' armies that are nearby. Therefore, if the Potential of the army of a hero is superior to that of the barrier, the STS will understand that the hero can cross through there and will calculate consequently the action radii as if the obstacle doesn't exist. Therefore, if the STS finds that two heroes can reach each other or one hero can interact with some element property of another player, like a mine for example, the Simultaneous Turns will be interrupted.
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Unread postby Elvin » 20 Jun 2008, 03:21

Thanks a lot, that explains a few things.
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Unread postby winterfate » 20 Jun 2008, 04:06

@Elvin: I am glad. :)

It was some very interesting stuff, so I decided to translate it (well, part of it anyways). ;)

Props to Lepastur for actually investigating how the system works. :)
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Unread postby Lepastur » 20 Jun 2008, 11:57

Thanks for the translation, if you want it, I could give you the HTML file where are the tables and the images in order to complete the article and to publish it here on CH ;)
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Unread postby winterfate » 21 Jun 2008, 01:24

The problem is that I don't know the first thing about making/editing HTML files...:sad:

Otherwise, I'd be glad to help, I'm half done already as it is. ;)
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Unread postby Lepastur » 21 Jun 2008, 09:53

There is another option. Once I had all the text, I could copy and paste it to the HTML and send it to Angelspit :D but I'd need the rest of the text you've ommited which refers to the pics and the examples. You can just send them to me through Private Message when you're done if you like B-)
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Unread postby Elvin » 21 Jun 2008, 11:02

Yesterday something weird happened. In dragon's cape around week 4 the sim turns broke and no player was near the garrison not to mention there is no shortcut to reach your opponent. Assuming he WAS near the garrison it would take roughly 4-5 days to reach him.

It's never happened before, not even when I break the garrison week 3.
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Unread postby Lepastur » 21 Jun 2008, 14:58

Have you taken into account that STS ignores the Border Guards?
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Unread postby Elvin » 21 Jun 2008, 15:38

No border guards, only way was to pass through the garrison or the sea that is even farther.
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Unread postby winterfate » 21 Jun 2008, 20:55

@Lepastur: Sounds like a plan. I'll send them to you once I'm done. (probably Tuesday or Wednesday.) :)
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Unread postby Lepastur » 21 Jun 2008, 22:35

Elvin wrote:No border guards, only way was to pass through the garrison or the sea that is even farther.
Maybe that's the key. By chance, today I've done some testing on a map with water and the STS broke once two players were on board and passed the turn out. It seems the STS doesn't take into account the boarding movements and the distances on sea.

@Winterfate
Ok, that sounds great B-)
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