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Posts from HoMM3 HD is a mod (add-on) for the game Heroes of Might and Magic 3.

4.7 (6 ratings)
In reply to Белендор
9 years ago
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Belendor
I'll try to explain in detail.
I had The Shadow of Death, and I was playing with the HD+ version 3.46. I identify the HD+ version by the elimination of a bug (AI battles against each other are identical to battles against a player).

In 3.46, this bug didn't exist; when I update the mod, the bug appears.
I downloaded Heroes 3 Complete and installed the latest version of the HD+ mod – the bug is present.

I create a map where one AI attacks another AI. In 3.46, more than half of the army is killed, but in the latest version of HD+, the losses are minimal.

Maybe it's due to the settings, or some tweaks? I don't know.
I understand. For AI vs AI quick battles, it currently works the old way. Why? To save your time, because the original quick battle is calculated faster than the autobattle. And even if the computer saves a bit of the army because of this, few people will be upset.
For player vs AI quick battles, it is identical to the autobattle without magic, both in the previous versions and in the latest versions. If it were different, many people would have noticed and would have been complaining about it for a long time.
In reply to baratorch
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9 years ago
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baratorch
I understand. For AI vs AI, the quick battle currently works the old way. Why? To save your time, because the original quick battle is calculated faster than the autobattle. And even if the computer saves a bit of its army because of this, it won't upset many people.

I understand, that's exactly what I was worried about. So, there's no point in me updating.
It's a shame, I only play offline with AI.

Thank you for answering.

Added after 4 hours 39 minutes
And in which version was this removed? I couldn't find it in the list of updates. And in the full description of the mod, it says that battle identity is present.

I actually downloaded the mod only because of this feature and the resolution.
In reply to Белендор
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9 years ago
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Belendor
I actually downloaded the mod specifically because of this feature and the resolution.
Please forgive my nagging, but what is so critical about this particular aspect? I've been playing for many years, including numerous offline tournaments (completing maps for speed), but I've never been concerned about what will happen in a battle between AI opponents... :confused:
In reply to Dirty_Player
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9 years ago
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Dirty_Player
Please forgive my nagging, but what is the critical importance of this particular aspect? I've been playing for many years, including numerous offline tournaments (completing maps for speed), but I've never been concerned about what happens during a computer-vs-computer battle... :confused:

I don't play to win, to be fast, or to complete the game. I just play. And I can wait for the AI to fight each other for 1-2 seconds.
8 years ago
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Question regarding the turn order for three players. Currently, the turn order works as follows: either the third player is given an additional turn, or they have to repeatedly click the "end turn" button after everyone else has taken their turn. Is the turn order not designed for three players?
In reply to RaverUPS
8 years ago
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Hello everyone!
If you've encountered problems when managing an army with a large number of creatures – over 32767 – you can try using my solution to this problem.
And I would like to ask Alexander to add this fix to the HD mod, as this bug is simply awful.
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8 years ago
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I checked the patch. It looks safe and functional in both versions. For the extended version, I would recommend paying attention to 0x42DA39 as well.

However, it's unlikely that this completely solves the problem; many places in the game's code need to be checked.
In reply to Sav
8 years ago
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Sav
I looked at the patch. It seems safe and functional in both versions (in the extended version, I would also recommend paying attention to 0x42DA39).

Although, of course, it is unlikely to completely solve this problem; many places in the game's code need to be checked.

I checked the address 0x42DA39; in my case, there is nothing particularly interesting there, although any section of code containing the MOVSX instruction could potentially contain an error. In general, given how buggy the game is, checking all potentially dangerous places is very problematic, so I proceed as follows: if there is an error that consistently occurs and is very annoying, then it can be investigated. In the case of this game, the first thing I would do is check the source code with a static analyzer, as there may be more than enough type conversion errors, but, unfortunately, this is not available. :smile21:
I believe that by gradually collecting information and eliminating errors bit by bit, acceptable results can be achieved.
8 years ago
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The fix definitely needs to be added to the address I indicated. I know the logic of that function's code – and that part specifically deals with the number of creatures. Without this, your fix will only work for melee stacks, while ranged units will still be able to go into negative values when processed in that function.
In reply to Sav
8 years ago
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That's correct; I checked for archers, and this is the point that handles that type of unit. I would like to thank Sav for the hint! :smile20: I have updated the archive to reflect the new changes. P.S.: If anyone has information that could help improve or fix my patches, please share it!
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8 years ago
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Could you please tell me if there is a way to increase the size of the "battle screen"? I'm playing at a resolution of 1920x1200, and it feels a bit small.
In reply to bubuch
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8 years ago
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bubuch
Could you please tell me if there is a way to increase the size of the "battle screen"? I play at a resolution of 1920x1200, and it feels too small.
This question has been answered many times already: to increase the size of battles, cities, etc. (while changing the resolution, and not just stretching the image), it would be necessary to do a huge amount of work to redraw all the interface elements used in these windows. Who would do that?

Alternative solution: play at a resolution of 1181x664 with stretching filters. And you won't have small battle and city windows.
What's wrong with that?

Screenshot:
resolution in the launcher settings: 1181x664
monitor resolution: 1920x1080
https://pp.userapi.com/c639723/v639723186/4d4fc/uCUYyzIzukE.jpg
https://pp.userapi.com/c639723/v639723186/4d57c/nqHrBnixkD0.jpg
8 years ago
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Could you add a hotkey to reset the timer by one minute? This would be useful when loading a save with an unwanted timer bonus. Waiting in real-time feels a bit excessive.
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8 years ago
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These 10 minutes are not added to the main time and are reset when the turn is passed.
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8 years ago
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However, 10 minutes are added if you load a save made during a turn, for example, after a drop. Someone else also told me that a battle save also adds time.

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