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#509
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DaU

(our time spent is of higher priority than minor nuances with scouting I proceed from this principle)
That's right. Aimlessly spending time on the game has a higher priority compared to productively drinking vodka.
There are as many players as there are ideas, and not all of them are adequate (this is not directed at DaU). Therefore, I think that Baratorcha's time has a higher priority so that it can be spent on implementing all the crazy ideas.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
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#510
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- the possibility of splitting up and buying back, control, the possibility of gaining control over there in that utopia, but will the player take that utopia? How do you calculate whether the player will break through the defense or not? After all, there are enough maps and templates where the opponent is within reach from day one, but the game doesn't allow you to meet for a relatively long time.
If you don't take something into account, collisions are inevitable. If you make such an intellectual interruption too strict, the early game will end without really starting.
I agree. In the fifth game, there are two points, namely:
1) Control cannot be gained outside the city. It can only be gained with certain levels of the Guild of Mages (but you get it guaranteed when building). This makes gaining control a relatively predictable situation.
2) Control is more strictly limited. The portal to the city doesn't work for all castles, but only for the nearest one. Astral gates don't work on the entire visible area on the map, but within a certain, not so large radius. As a result, you can't always jump across the border of neighboring zones (the mountains are too thick, they don't allow it).
In the mechanics of the third game, it is quite possible that this implementation is normal, and that's fine.
 

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#512
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And doesn't the Dimensional Door with a ship work?
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
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#513
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Well, they can’t land on land, can they?
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#514
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And to top it all off, there's more! But how will it move on land? Like in a children's rhyme: "The pirates were sailing, rowing with their oars..."?
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
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#515
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That's why I suggest adding flying ships; they can travel over land, sea, and obstacles, which would also make water areas more playable.
In reply to AstralLein
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#519
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AstralLein
I'll repeat an idea that I've mentioned several times before: introduce a mentor for Heroes of Might and Magic V. It's really needed for Heroes of Might and Magic III!
The words from a song by Vladimir Vysotsky came to mind: "...We really need your Far East..."
What's the use of a mentor, and why is he needed in Heroes of Might and Magic III? So that it turns into another In the Wake of Gods? I wasn't interested in Heroes of Might and Magic V, so I don't really understand this.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
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#520
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The Mentor allows you to remove skills for a fee, and even in Heroes 5, where there are no useless skills, it was still loved by everyone. In Heroes 3, it would help those who were simply unlucky with the skills they received upon leveling up.

Added 2 minutes later
After removing (forgetting) skills, the hero receives new ones in exchange, just like during normal leveling. It's a complex feature, but I think it would be worthwhile. In the fifth installment, the Mentor was one of the rare buildings.
Карты для героев 5

"Плата за любовь"
"Путь некроманта"
"Темные грани"
"Рок Гримхейма"
In reply to AstralLein
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#521
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AstralLein
After removing (forgetting) skills, the hero gains new ones in exchange, just like during a normal level-up. It's a complex thing, but I think it would be worthwhile. In Heroes 5, the Mentor was a rare building.
Something like this is already implemented in In the Wake of Gods, it's called the Market of Time. But this object isn't suitable for Heroes 3, IMHO. If you already got a bad skill, just put up with it.
In reply to Dirty_Player
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#522
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Dirty_Player
Something like this is already implemented in World of Xeen, it's called the Time Market. But this object isn't for Heroes 3, IMHO. If you already got a bad skill, just deal with it.
Oh yeah, you get the Tazar Navigation skill and then delete it :smile34: You keep playing :smile09:
Смотри только вперед, не оглядываясь. :smile14: