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16 years ago
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I've been playing *Heroes* since its release, and only in random+impossible mode. Therefore, all the mods for 3.5-3.58-3.59 are irrelevant to me (they don't exist in random mode), and I don't need them. Creating mods for Heroes 3.5, in my opinion, is like tuning an *Oka* into a *Bentley*. Chess has been reworked for a thousand years until it acquired its modern, perfect form, and no one paints it gold, multiplies its characteristics by 2, or invents new pieces. And yet, a huge number of people still play it, and the prize money at championships is enormous; all the open and closed "Heroes" tournaments are nowhere near that. But the idea of the third Heroes is even cooler than chess: in addition to tactics and strategy, *Heroes* adds a card draw (random map, where you don't know what will come), and an unexpected joker (in desperation, you flee from a strong opponent through gremlins guarding some scroll, and this turns out to be Town Portal or Dimension Door, and your mood immediately changes, and you shout "Heroes forever!"). Doctor Aibolit: Here, I'll sew on some legs, and you'll run along the path again. Hare: Maybe I have enough legs as it is. When a grand idea is realized, the creator doesn't notice its flaws, and because of love for his creation, and because it's impossible to grasp its scope, no one looks at it from the outside and sees its flaws until it is released to the public, and then everyone falls in love with it and, for the same reasons, doesn't see these same flaws. Maybe it's time to stop sewing legs onto the poor hare, drawing new Castles, monsters, and heroes, and maybe it's time to fix the flaws of the original, creating perfection to replace chess. I know what needs to be done, but I don't know how. Those who play on random maps have noticed that on small and medium maps, it doesn't matter which Castle and which Knight you have (you don't have time to develop them), but on XL maps, certain Castles and Knights stand out sharply – give me the Inferno and Phoenix Castle, and my chances of winning are 90%. The whole game boils down to finding a Necromancer (it's easy to summon 1000 skeletons with the Inferno in a month – and while your opponents are thinking about what to spend their money on to build dragons, you can bypass a couple of Utopias) and a Diplomat (they surrender almost randomly and disproportionately – 200 elementals for a zero-strength army), and then finding a Castle with a Portal and/or a Jump spell, and whoever finds it first wins. All the other Castles, heroes, and spells are simply unnecessary, just sources of income and ammunition carriers. But the game claimed individuality and originality of heroes, Castles, and spells, but there is no equality and fairness. Why is useless *Scouting* and *Artillery* needed in their current form? Why are 4 * 150HP = 600HP Phoenixes born per week (Giants have the same amount of health, but they are given two per week, and the coolest dragons are 2 * 180HP = 360), and they go first, don't get stuck, Armageddon doesn't affect them, and they are easy to build even on impossible difficulty? And why are the spells *Fatigue* and *Forgetfulness* needed – *Curse* replaces them perfectly and costs less? Why do *Haste* and *Slow* have a dual purpose – they cancel out the opposite spell and cast their own? And why is *Dispel* needed, and what does magic power have to do with it? And there are many, many other things that can be reworked to restore fairness. Maybe we can correct the CREATOR. Maybe there are editors that are easy to understand even for newbies, allowing us to interfere in the affairs of the former all-powerful (Jon Van Canegem), about which he has already forgotten. If anyone is interested, respond or write to paulandpike@yandex.ru. With respect to all the heroes.

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