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Posts from "HW rulez" mod (add-on) for HoMM3.

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8 years ago
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Good afternoon. Where can I download HW rules 1.42?
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8 years ago
hw 1.38 fun game 729770789, only exp players, long turns
8 years ago
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I have a clever idea for eliminating the auction process. Each player independently submits an amount (plugin support required), and the system automatically determines the winner and distributes the average of the two numbers to both players, or the smaller of the two. Pros: speed. Cons: well, for example, Asians enjoy bargaining.
7 years ago
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I read the following in the chat:

{[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.
...
{[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.
I can confidently state that the generations in 1.38.2 and 1.40 are absolutely identical. This is 100% true. Sonic, don't mislead people. Besides the bugs that I fixed in 1.38.2, which are present in 1.40, these two rule sets differ mainly in the restructuring of the Guild Map. I don't know how the restructuring works in 1.40, and how it differs from the one in 1.37 / 1.38, maybe someone can enlighten me? In 1.40, there are critical errors that lead to crashes. In 1.38.2, there is a bug that Mizrael reports:
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.
I will fix this soon, and there will be no reason to use 1.40 anymore.
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7 years ago
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baratorch


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.
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7 years ago
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baratorch

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.
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7 years ago
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baratorch
I'll fix this soon, and there will be no reason to use version 1.40 anymore.
It's about time! :smile20:

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?
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7 years ago
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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 exit monolith is 6LM. On Diamond, right from the respawn, the exit monolith leads straight into roadless terrain. On SMK, standard GO through roadless terrain, and I was also shocked... when I got thrown to my opponent's spawn during generation. And I'll say it again, there was no such nonsense during template generation on 1.40.
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.
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7 years ago
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sonic111
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.
I'll tell you in secret, these are not bugs at all; everything you said fits the template's scheme just fine. You can't prescribe a mandatory road and center size in the template
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7 years ago
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Sanek reveals secrets PogChamp
In reply to sonic111
7 years ago
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sonic111
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.
The map is generated based on a number (random seed), which determines all its content. This number is a function of the current date and time.
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.
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7 years ago
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I would also like to have a feature like in TE.
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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7 years ago
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CanaBeasT
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 think that the "put hero to sleep" mode would be better for these purposes. It would be convenient if it reset/returned the movement points.
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7 years ago
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CanaBeasT
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).
In reply to =Lizard=
7 years ago
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Hey everyone, I'm having an issue with version 1.38.2 (downloaded using the button from the online lobby): when two heroes meet, the left/right arrow keys on the keyboard don't work to exit the control window. They should duplicate the functionality of the buttons located in the bottom corners of the window; the buttons work, but the keys don't.
Has anyone else encountered this?

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