Posts from "HW rulez" mod (add-on) for HoMM3.
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{[20:21] VI4MASTER:} guys, which version of the rules should I use, 1.40 or 1.38?
{[20:24] sir Davos:} VI4MASTER, 1.38.2 or 1.40, but the main thing is that your opponent has the same version.
{[20:24] sir Davos:} VI4MASTER, 1.38.2 is better.
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{[20:54] sonic111:} 1.40 is much better.
{[20:55] sonic111:} there are a lot of bugs in 1.38.2 with templates.
{[20:56] sonic111:} we played a skirmish on 1.38.2 where I was spawned at my opponent's base =)
{[20:56] sonic111:} there are no such problems in 1.40.
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{[21:02] sir Davos:} sonic111, on the contrary, according to Baratorch, 1.40 hasn't been fixed or updated for a long time.
{[21:02] sir Davos:} but
{[21:05] sonic111:} yes, is Baratorch even a player?
{[21:05] sonic111:} I play and I know.
{[21:06] sonic111:} try 1.40, 6LM is much more interesting.
when restructuring the Guild Map in the Tower without a built library, the spells are repeated. Last time, I restructured Fly into Fly, now I restructured Resurrect into Resurrect.
последняя версия - 5.0 RC96 (19.09.2020)
последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8
полное подробное описание
How does the rebuilding mechanic work in 1.40, and how does it differ from the one in 1.37 / 1.38? Maybe someone can shed some light on this?
In 1.40, the library rebuilding mechanic in Tower cities is disabled by default; it needs to be enabled separately.
In my opinion, this option is unnecessary. Tower is one of the weakest castles, and this further deprives it of almost its only advantage. I think it would be reasonable (and even then, only conditionally) to allow rebuilding the library only in the castle's home city, and prohibit it in other cities.
ICQ 716748479
I don't know how the library rebuilding works in 1.40, and how it differs from the one in 1.37 / 1.38; maybe someone can shed some light on this?
I'll fix this soon, and then there will be no reason to use 1.40 anymore.
If you enable the library rebuilding option, then there really won't be any reason to use 1.40.
I'll fix this soon, and there will be no reason to use version 1.40 anymore.
Another question. How difficult would it be to add a BAN HERO tab? Where players could check boxes next to heroes before the start, indicating that they would not be allowed under any circumstances?
I can add the same thing about Jebus on 1.38.2 — it generates a bunch of bugs where the center is just a pea, other spawns are much larger than the center, roads are crooked, and exits to the opponent through your own spawn are consistently present.
So let's start with the fact that games on 1.38.2 introduce a lot of bugs into the template. Where I played a bunch of templates with zero prospects, it's just a mess with 500-800 moves respawn, and then the exit monolith is 6lm. On Diamond, right from the respawn, the exit monolith leads straight into trackless terrain. On SMK, standard GO through trackless terrain, and I was also shocked... when I got thrown next to my opponent at respawn during generation. And I'll say it again, there was no such nonsense during template generation on 1.40.
I can add the same about Jebus on 1.38.2; it generates a bunch of bugs where the center is just a pea, other respawns are much larger than the center, the roads are crooked, and exits to the opponent through your own respawn are consistently present.


привет, можешь сменить подпись) 6лм - норм шабл, а джебус тупое говно. Я был тотально не прав. © =Lizard=
So let's start with the fact that games on 1.38.2 introduce many bugs into the template. Where I played a bunch of templates with zero prospects, it's just a mess with 500-800 move respawns, and then the monolith exit is 6 months. On Daimond, right from the respawn monolith exit, everything else is off-road. On SMKA standard GO off-road, and I was also shocked... when I was thrown to the opponent's respawn during generation. And I'll say again that such nonsense during template generation on 1.40 did not occur.
I can add the same about Jebus on 1.38.2 generating a bunch of bugs where the center is just a pea, other respawns are much larger than the center, roads are crooked and exits to the opponent through your own respawn are consistently present.
That is, what will be generated on the map depends on when this map is generated.
It just so happened to coincide that the concentration of "bad" moments in time (which cause bad generations) during the short period in which you used 1.38.2 was high.
Again: this is just a coincidence. If you had used 1.40 at those moments, you would have gotten absolutely the same generations.
This is not my fantasy, not a guess, not an assumption, it is a fact.
последняя версия - 5.0 RC96 (19.09.2020)
последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8
полное подробное описание
So that by right-clicking on the portrait of any of the heroes, all unused movement points could be enabled/disabled.
This is a very convenient feature for saving time, so you don't have to burn/calculate the turn when building chains.
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I would like to have a feature like in TE.
So that right-clicking on the portrait of any of the heroes would enable/disable all unused movement points.
This is a very convenient feature for saving time, so you don't have to burn/calculate the turn when building chains.
I would also like to have a feature like in TE.
So that right-clicking on the portrait of any of the heroes would enable/disable all unused movement points.
This is a very convenient feature for saving time, so you don't have to burn/calculate the turn when building chains.
In HoMM, this is done much better and more conveniently than in WotP (TE).
Has anyone else encountered this?