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Posts from Плагин Fresh Mod для SOD

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In reply to korovka1987
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#77
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korovka1987
I'm not bothered by the changes; maybe 7 is unnecessary.
What bothers me is that mod 2 is being released in the middle of a tournament that uses mod 1.
After all, one player might use the new version and have an advantage over someone using the old version :smile22:
I think the negative consequences of such manipulations will significantly outweigh the advantages in a single game; no one has canceled the save game analysis.
To avoid possible problems, the next round can be played on 2.0.

Added 4 minutes later
kamukag3e
I had a revealing case in a game with Wayd in a tournament; he unexpectedly ran to my main hero, and he didn't quite have enough to take my Castle, and I had a weakling in the Castle with +1 all armor, which I needed to assemble the Archangel Armor. As a result, I couldn't find a solution to transfer the armor because I couldn't leave the city, and I couldn't take the artifact either. In the end, I had to play the final without the Archangel Armor, while my opponent had it. So, it's quite a gameplay moment that distinguishes SOD from HotA.
And what is the plus of this situation? Wouldn't it have been better to transfer the artifact with one click and play the final in full force?
In my opinion, all these things are minor shortcomings of NWC; it is obvious that at the time of release, they were insignificant, and there were more important concerns. But why now should online players in SOD be deprived of basic interface conveniences?
In reply to Kventin
#78
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Kventin

And what is the advantage of this situation? Wouldn't it have been better to transfer the artifact with a single click and conduct the finale fully equipped?
In my opinion, all these things are minor oversights by NWC; obviously, they were insignificant at the time of release, as there were more important concerns. But why should online players in SoD be deprived of basic interface conveniences now?
It's not about pros and cons, but about the game situation, where the opponent actually blocked the exit from the town, as well as the entrance.
艰难获胜 herolwy
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#79
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One could consider the inability to inspect a Hive while standing on it, or to inspect a Guildhall with a hero without gold and a book, as shortcomings. However, inspecting a Mage Guild, transferring it within a city, and rebuilding it in any form are definitely not shortcomings.
I think Freshmode 2.0 is good, if we remove the ability to rebuild any level, exchange heroes in a city (these two points are desires of HotA creators to see in their game, but they are not necessary for the core game), and the hint for finding a Mage Guild. In general, without points 1, 2, and 7.
The third point is debatable, but points 1, 2, and 7 are definitely unnecessary.
In reply to Мирон
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#80
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Miron
otherwise, what you're doing now is garbage
Miron, I already warned you. Be more careful with your language. Otherwise, you'll go tell your stories somewhere else.
Miron
I think Freshmod 2.0 is good, if we remove the ability to rebuild any level
Why do you think that rebuilding in its current form is good, but rebuilding any level is already bad? Who decides what is good and what is bad? Initially, when they came up with rebuilding (in another version), you could rebuild any level, and everyone was happy with it. When they added rebuilding to SoD, Vicc decided for some reason that it should work exactly like that. I'm not saying that one option is better than the other, but why are some people so sure that "the old way" is good, and "the new way" is bad?

As for the other changes, they may be good, but I'm not sure they are that necessary for SoD.

I hope this mod cannot be used unilaterally? :confused:
In reply to Dirty_Player
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#81
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Dirty_Player


I hope this mod can’t be used unilaterally? :confused:


The thing is, technically it can be. And there are already complaints about people doing that... And it falls under: “The use of any additional programs or files that affect the gameplay without the opponent’s consent is prohibited.”

And regarding the restructuring – in my opinion, it’s optimal in classic Heroes. Because there’s no need to make it too easy to obtain the most important spells of the game, which are on level 1. Slow, Earth Sight, and Air Sight.
"There's no need to execute me,sir Davos . I'll be dead before dawn."
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In reply to sir Davos Seaworth
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#82
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sir Davos Seaworth
As for the restructuring — IMHO in the classic HeroesWorld it is optimal. Because there is no reason to make obtaining the most important casts of the game, which are at level 1, too easy. Slow, View Earth, and View Air.
But I think that when one player gets all of this immediately, while another cannot find Slow in any guild or scroll... that is not quite right. I don't see anything criminal about someone losing a day of construction but getting the needed level 1 magic (which can already be found in any scroll).
There are, of course, downsides. Necropolis will find it easier to get Animate Dead, but on most templates the start already uses Tanta, and on Jebus Cross it is already imbalanced. It will be easier to get Armageddon, Resurrection, and Town Portal, but I wouldn't say that is necessarily a bad thing.
In reply to Dirty_Player
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#83
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Dirty_Player
I hope this mod can't be used unilaterally? :confused:
This is currently the main problem; if it isn't resolved, we're in for a lot of arguments. One person thought they were playing with one mod, another thought they were playing with a new one, and a third didn't even know it existed...
In reply to korovka1987
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#84
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korovka1987
This is currently the main problem; if it isn't resolved, we're in for a lot of arguments.
One person thought they were playing with mod 1, another thought they were playing with the new one, and a third didn't even know it existed...
In reality, this is a huge problem. Not so much with this specific mod, but with mods in general. That is, anyone can now create their own plugin and use it as they please. I'm starting to understand why they disabled the ability to use them in HotA; I think SOD will face the same fate at this rate.
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#85
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The guild restructuring has absolutely nothing to do with SOD, for those who are unaware. Therefore, discussions about how necessary it is for SOD are pointless. Online pros haven't played SOD for a long time, but for some reason, they persistently use this word and even talk about their commitment to SOD.
#86
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After phrases like that, you want to write: "I'm an online pro and I've been playing SoD for a long time and only SoD." But in fact, the same Gomungulus plays SoD; if he isn't an online pro, then who is?
艰难获胜 herolwy
In reply to kamukag3e
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#87
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Ben80
The guild restructuring has absolutely nothing to do with SOD, for those who are unaware.
It doesn't. No one seems to be arguing with that.
Ben80

Therefore, discussions about how necessary it is for SOD are pointless.
The discussion here is about which of the options is better and why. Not about how necessary it is for SOD. It's already clear that you can't do without it in modern online gaming.
kamukag3e
After such phrases, I want to write: "I'm an online pro and I've been playing SOD for a long time, and only SOD." But in reality, even Gomungulus plays SOD, if he's not an online pro, then who is?
I think it meant "Only SOD." The most PRO among those who don't play HotA are kamukag3e, top 8 in the ranking, and herolwy, top 10.
And the fact that all the top players can play SOD is obvious. They somehow play in FB.
In reply to Dirty_Player
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#88
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Dirty_Player
In reality, this is a huge problem. Not so much with this mod specifically, but with mods in general. That is, now anyone can create a plugin and use it however they like. I'm starting to understand why they disabled the ability to use them in HotA; I think SOD will face the same fate if this continues.
Yes, there is such a problem, but in my opinion, it would be better not to disable the ability to connect plugins, but simply provide the ability to see which plugins your opponent has connected.
In reply to Kventin
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#89
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Kventin
Yes, there is such a problem, but in my opinion, it would be better not to disable the ability to connect plugins, but simply provide the ability to see which plugins your opponent has connected.
Okay, let's say you see that your opponent has the SuperPack_Rus plugin connected, and then what? Are you going to study the code before the game?
Then you'll have to force them to disable all plugins. But in any case, that's better than nothing.
In reply to Dirty_Player
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#90
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Dirty_Player
Okay, let's say you see that your opponent is using the SuperPack_Rus plugin, so what? Are you going to study the code before the game?
Then you'll have to force them to disable all plugins. But in any case, that's better than nothing.
This will help with unintentional errors and prevent cheating, and completely disabling plugins won't save you.
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#91
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Ideally, there should be an exchange of information between the server and the client, a comparison of the connected plugins, and an establishment of their identity (based on the byte sequence - checksum).
And the information should be provided to the players - whether they are identical or not.
If there is already experience in programming client-server communication, then technically all this is quite simple.

So, since creating such protection would be not difficult, the actual motives of the Heroes team for disabling plugins were (as usual) much less noble than it might seem to naive players. The Heroes team simply believes that it has the right to profit from the legacy of NWC (pardon, to develop it), while other modders do not have the right to profit from Heroes.