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#106
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I wonder who was lucky enough to get the source code…

I wonder if these guys could have been that lucky:
/topic/11565/
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#107
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atlant108
I wonder if these guys could have been luckier:
/topic/11565/

I need to ask them… but if it’s really them, that’s great!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#108
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psatkha
It's interesting to know who was lucky enough to get the source code...
In my opinion, the main thing is to avoid a repeat of the situation where one modder created a mess in order to establish some kind of rules that have no legal force.
And most importantly, they should finally start improving the graphics, instead of endlessly creating balance mods and other nonsense.
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#109
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footman
In my opinion, the main thing is to avoid a repeat of the situation where one modder created a system of arbitrary rules that have no legal force.
Lol, is this a jab at me?
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
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#110
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zahar0z
Lol, is this some kind of jab at me?))
Em, why all of a sudden? I'm talking about modding with the source code of 3.0.

Added 1 minute later
And about his mega AI, which he's been working on for, what, 9 years now (I don't remember exactly).
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#111
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Source code is not a panacea. It's difficult to work with someone else's code, especially when you have to do it in your free time, which isn't always available.
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
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#112
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zahar0z
Source code isn't a panacea. It's difficult to work with someone else's code. Especially when you have to do it in your free time, which isn't always available.

That's true, but most likely the source code will have comments (considering that the game was created by a team of coders, there should be comments, but if they used corporate software, then the comments will contain nonsense like "!! fixed/added by Ivan Ivanov 03/02/2005, log #12 dated 03/02/2005")... and it's much easier to work with such code than with disassembled code.
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#113
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If their code is as messy as the file and folder structure within the in-game archives, then understanding it might be very difficult.
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
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#114
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zahar0z
If their code is as messy as the file and folder structure in the in-game archives, then it might be very difficult to understand.
Hmm, I noticed that this mess starts in version 1.0; in the alpha version and 0.9, there isn't as much of a mess (well, it's still there, but not on such a scale).
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#115
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My guess is that the mess ultimately happened because, as the project developed, the organization of resources changed for various reasons at different stages of development, and there simply wasn't time to adapt the old, already implemented materials to the new structure. I'm not criticizing the developers in any way. Their priority was to create a functional game, not a beautiful and user-friendly file structure. Something similar might have happened with the code as well, because the reasons for the changes in the file structure could very well have affected changes in the code structure. I'm not an expert in this area, so I'm just making a guess.
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
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#116
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It should be remembered that the game was developed in about a year, if I'm not mistaken. From scratch, again, if I'm not mistaken.
In reply to atlant108
#118
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atlant108
I wonder if these guys could have been luckier:
/topic/11565/

I think so.) Without it, it’s unlikely that anything can be created.
It would be very nice to see this happen.

The author seems to have recently been on the forum
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#119
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Has anyone ever considered asking Nival for a plugin to export effects and settings for exporting animations (the Blitzkrieg plugin doesn't work) through the map editor?
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#120
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footman
I wonder if anyone has ever thought to ask Nival for a plugin to export effects and settings for exporting animations (the Blitzkrieg one doesn't work) through the map editor?
They refused immediately... they refused to provide this tool!

And what exists is the result of the hard work and research of the respected comrade CrazyPill.

I personally begged several people who used to work there while they were using ICQ and before they blocked me, because everything they had, they shared, and they didn't have anything else... everything I managed to get, you have!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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#122
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zahar0z
My guess is that the mess ultimately happened because, as the project developed, the systematization of resources, for various reasons, changed at different stages of development, and there was simply no time to adapt the old, already implemented materials to the new structure.

I am not criticizing the developers in any way. They were primarily focused on making a working game, not a beautiful and user-friendly file structure.

Something similar could have happened with the code, since the reasons for the changes in the file structure could well have affected changes in the code structure as well. I'm not an expert in this, and I'm just making an assumption.

As far as I know, the AI programmer was also the studio director, and he didn't really bother with programming; he could go for several days without starting work on the game...
Heroes 6 and 7 were full of stylistic, game design, and technical miscalculations, for which quite specific people are to blame..., some of whose decisions can only be described as arbitrary...
The fifth installment also didn't avoid them completely, but it still ended up in more capable hands. Nival, as a developer, had a well-coordinated team and extensive experience in creating games; they had already tested their game engine on several projects. And Fabris, as a producer, was clearly more reasonable...
But, in fact, Heroes 5 turned out to be more popular among fans of the series, who were already familiar with the game's mechanics and were able to appreciate the variety, etc., while the rest of the public (mainly foreign - and with purchasing power) criticized the game for being too difficult, with too much micromanagement, an unclear turn order scale, etc. Well, what do you expect after a change in the player generation...?)))
In addition, the culture of buyers has long changed; people read player reviews more than journalist reviews, and naturally, the game will first be bought by fans, and they will be the first to rush to criticize the game in reviews on various platforms, such as Steam, bringing down the game's rating. It was foolish not to think about this and release such buggy products, but you can't argue with marketers these days; they have the last word now... And the games turned out this way because of the technical specialists, whose experience and level of qualification were not sufficient for working on such a complex project as Heroes. And Ubisoft wanted to do it as cheaply as possible, but they probably didn't realize that they were just very lucky with Nival - the guys pulled a lot out of the fire with their enthusiasm...