Connection ErrorBad RequestSession ExpiredSign in requiredForbiddenNot FoundToo Many RequestsServer ErrorBad GatewayService UnavailableGateway TimeoutHTTP Version Not Supported
Session Expired
Your session has expired. Please log in to continue.
Sign in required
You need an account to do that. Sign in or create one — it only takes a minute.
Request Failed
We encountered an issue while processing your request.
Please check your internet connection and try again.
Error Details:
Share Link
Posts from HoMM3 HD is a mod (add-on) for the game Heroes of Might and Magic 3.
I will definitely add the option to rebuild the library, as I plan to remove support for all HB rules, including 1.40, in the new version of HD.
In the new version of HD, you will be able to continue playing games from 1.38+ versions, but you will not be able to continue games from 1.40.
Games from 1.40 can still be continued on the old HD, but I will likely disable access to the lobby from the old HD version either immediately after the new version is released or after a short period.
Do people still play without restructuring the game mechanics? If so, what are they playing? Where should one-sided factions definitely not be converted into two-sided factions? Or where should they definitely be?
This option (as well as battles with neutrals) is practically never used. It can be removed altogether. baratorch
Once again, which options should be tied to map sizes or templates, and which should be removed from the list?
In HL+U by default, there are 2 dwellings. And in smaller maps, there is 1 dwelling.
The final version looks great. I also suggest adding an option: "Exclude Heroes." Possible implementations: 1) a button that opens a window with all the Castles; when you click on each Castle, a window appears with the heroes (as when choosing a hero); when you click on each hero, it is marked with an X (as when generating a pair of random cities). 2) simply a list (third column) with the most popular hero options for banning (Kerr, Dessa, Gunnar, Luna, Galtran, Tant, maybe someone else)
Another idea (more of a suggestion). A menu for excluding secondary skills. (Eagle Eye, Navigation, Necromancy, Diplomacy, etc.). If a hero has this skill, either the hero is blocked, or the skill is replaced with a random one from the unbanned skills.
Added after 32 seconds HellLighT
Tents can be completely removed from random generation; they are only used in single-player maps. By the way, I noticed that lately they haven't even appeared much, even without rules. I heard that in most versions (which were then distributed through h3tv), they added text files so that they wouldn't be generated.
We can add a techvine :rolleyes:
Grando
Auto-translated
I'd better ask right away about the biggest issue.
Will plugin support remain? (Nightmare - if it is disabled).
I'd better ask right away about the biggest nightmare. Will plugin support remain?
Plugin support will remain. HD will not only read HV rules. That is, simply connecting them will not have any effect.
However, if there are plugins that interact with the rules, then the interaction will most likely NOT break, and if it does, it will be easily fixable.
Added 15 minutes ago Dirty_Player
This option (like battles with neutrals) is practically not used anywhere. It can even be removed altogether.
In HL+U, by default, there are 2 damage dealers. And in some cases, less than 1 damage dealer.
The final version looks great. I also suggest adding an option: "Exclude Heroes". Implementation options: 1) a button that opens a window with all the castles; when you click on each castle, a window with heroes appears (like when choosing a hero); when you click on each hero, it is marked with an X (like when generating a pair of random cities). 2) just a list (third column) with the most popular hero options for banning (Kyrre, Dessa, Gunnar, Luna, Galtran, Tant, maybe someone else)
Another idea (more like a suggestion). A menu for excluding secondary skills. (Eagle Eye, Navigation, Necromancy, Diplomacy, etc.) If a hero has this skill, either the hero is blocked, or the skill is replaced with a random one from the unbanned ones.
Added 32 seconds ago
I will take the suggestions into account. In general, it will not be possible to make everything perfect right away. So, what I release in the near future will still be refined.
Added 4 hours 26 minutes ago Okay. I don't know how it is in 1.40. (I think not everything is smooth, as in 1.38+) But I currently have a dilemma with the Tower reconstruction: how to implement it.
In all cities, all spells of all levels are generated at the start and cannot be changed without reconstruction.
So, during reconstruction, for simplicity, let's say level 4. specifically in the Tower with an UNBUILT library, we can do it in different ways.
Option 1. Rebuild only 2 spells (remember that the invisible library spell is already determined). But then, if TP is in the library slot, we will never get it with this reconstruction. We will only get it by building the library.
Option 2. Rebuild all 3 spells together with the invisible library spell. Then there is a chance to get any valid spell, including TP, if it was in the invisible slot. But here, the probability of digging is different than in other cities. I'm not good with combinatorics and probabilities, but at first glance, it seems that in this case, digging in the Tower becomes less effective than in other cities (I may be wrong). Even though we dig with 3 shovels, we only have access to the results of two. The results of the 3rd shovel are discarded until all spells are exhausted and everything starts over.
Which option to choose?? I prefer option 1.
In 1.38+, only visible spells are dug, and the invisible library spell is not taken into account at all, and if we build a library after digging, we may see two identical spells at the level.
Added 22 minutes ago It turns out that rebuilding a Tower with an unbuilt library will have a disadvantage compared to rebuilding other cities. Question: is the option to disable the library slot reconstruction still needed or not? Because with the disabled library slot reconstruction, rebuilding in the Tower will be worse than in other cities with GM4/GM5
Option 1 still makes more sense – we can’t upgrade a level 4 guild without building it first. Perhaps we should do the same with the library enchantments and not allow them to be upgraded if the library hasn’t been built. Besides, this would encourage players to build it sooner.
I think option 1 is the only correct one, from the point of view of game logic.
baratorch
It turns out that rebuilding a tower without a built library will be inferior compared to rebuilding other towns.
Question: is the option to disable the library slot rebuilding still needed or not? Because with the library slot rebuilding disabled, rebuilding in a tower will be worse than in other towns with GM4/GM5.
The point of disabling it is that after the library is built, its slot remains unchanged, and other slots are rebuilt. Without a library, no one will rebuild the GM.
Russel_lDHl
Auto-translated
IMHO. Library +1 spell - only as an addition (non-rebuildable), in case the "rebuild library slot" option is disabled. And all magic slots are rebuildable - with the option to rebuild the library enabled. I would vote for this solution. The first case would be used in most games, and the second case would be used in games where one of the players starts with a Tower.
I would like to see the hero learning spells upon entering a town, but without directly clicking on the town with the guild, and perhaps add a message like this when heroes with the skill teach spells to each other, or, for example, similar to capturing a mine, but instead of 1 crystal per day, the hero learns one slow spell.
Added after 21 hours and 52 minutes Is it possible to disable the automatic fast battle in the new version of the HD mod?
Added after 21 hours and 52 minutes Is it possible to disable the automatic quick battle in the new version of the HD mod?
Click with the middle mouse button. A window will open. There you can disable the autobattle, and find other useful settings.
"There's no need to execute me,sir Davos . I'll be dead before dawn." ICQ 716748479
Бронн
Auto-translated
I already solved this problem by clicking "default" in the tweaks (surprisingly, reverting the version didn't help). But thanks anyway, now I know that this is a possible solution, but first I need to find a mouse with a middle button ("F5" helped).
I already solved this problem by clicking "default" in the tweaks (rolling back the version surprisingly didn't help). But thanks anyway, now I'll know that this is possible, but first I need to get a mouse that has a middle button ("F5" helped).
the middle button, also known as the scroll wheel, in a mouse that costs 90 rubles from Auchan.
"There's no need to execute me,sir Davos . I'll be dead before dawn." ICQ 716748479
[igrik]
Auto-translated
I understand that this fix is present in HotA, but not in SoD/EoE/WoG, which raises a legitimate question: baratorch, is it possible to incorporate this fix into HD for all versions of Heroes, so that the bug where the improved stack of neutral monsters disappears after a battle is resolved?
_int_ __stdcall Y_FixBagCreatureGredeOfNeutrals(HiHook* hook, _Army_* army, _int_ creature_id) { _int_ count = 0; _int_ i = 0; _int_ crGrade_id = GetCreatureGrade(creature_id); do { if (army->type== creature_id || army->type== crGrade_id) { count += army->count; } i++; } while ( i<7 );
[igrik], I will definitely include this fix in the mod. Thank you.
***
ATTENTION! The HD mod version 5.0 RC35 and higher (with the integrated ruleset) does not recognize saves made on ruleset 1.40.
It does not recognize them intentionally because it cannot load them properly.
If you have unfinished saves from 1.40, the HD mod version 5.0 RC35 and higher will not be suitable for you to finish them!
Tournament organizers, please add amendments to the regulations if they require 1.40. With the release of HD RC35+, ruleset 1.40 is no longer relevant!
I cannot provide support for saves from 1.40: I do not know the format (and Wizard made it incompatible with 1.38), and I do not have the source code for 1.40.
I also cannot make it possible to connect ruleset 1.40 to HD RC35+. The integration with the current ruleset is too deep, and too many significant changes have been made.
It is easier for players to finish their saves on HD RC34 than for me to make it possible to finish them on RC35+.
RC34 can be found here: https://drive.google.com/open?id=1tgsxoLNnQXxdjPlYVUiVzZupy0Ozr3Bj
Hurry up and finish playing on RC34, because soon access to the lobby with it will be closed.
I apologize for the inconvenience. But everyone will be better off without a zoo of ruleset versions, with a more compact and convenient interface, and with the ruleset now in the hands of an active developer with whom there will be no need to resolve compatibility issues with new versions of HD.
[igrik], I will definitely include this fix in the mod. Thank you.
This bug has long become a feature. I don't think it's very wise to fix it and thereby make changes to the mechanics of the SoD, especially without finding out the opinion of the community on this matter (which, I am sure, will be negative).
This bug has long become a feature. I think it's not very wise to fix it and thereby make changes to the soda mechanics, especially without finding out the opinion of the community on this matter (which, I am sure, will be negative).
I share the same opinion. This has long become an element of the game's balance (and is also officially allowed by the rules!), especially relevant on Jebus, where using strong GO scouts with GS (like dragons or archons) has become the norm and is actively used, including by top players on streams.
"There's no need to execute me,sir Davos . I'll be dead before dawn." ICQ 716748479