Posts from HoMM3 HD is a mod (add-on) for the game Heroes of Might and Magic 3.
During a stream by Dandy, I saw accelerated battle animations. I found a way to defend the first Castle on the Lord of the Rings 4.0 map, but without accelerated animation, I won't make it before retirement. Searching didn't help; I couldn't find an executable with fast animations myself. If anyone has one, please share it.
You can download it at this link (the author's GitHub page).
UPD
There is a topic about this plugin on the forum: SoD_SP Plugin
During Dandy’s stream, I saw an accelerated animation for battles. I found a way to defend the first Castle on the Lord of the Rings 4.0 map, but without the accelerated animation, I won't make it before retirement. Searching didn't help; I couldn't find the executable with fast animations myself. If anyone has it, please share it.
The log is in the VK group, but the author never responds there.
Is there anything that can be done about this?
Thank you!
Could you please tell me if it's possible to disable the interruption of simultaneous turns when players attack each other? And if not, is there a way to modify this?
Thank you!
This doesn't make any sense; Heroes is a turn-based strategy game, and the whole idea of HotA is that players can take turns simultaneously until a meeting is possible. But there's another problem: sometimes HotA starts interrupting in the early turns, even when both players haven't even left their starting areas, and a meeting is impossible. At the same time, if you load an auto-save and extend the HotA, they usually interrupt again on the same turn.
Heroes 5 is a good example – HotA works in parallel in real-time.
Moreover, even in Hota, in online mode, you can see your ally's turns in real-time.
I don't quite understand how you connect my question to the turn-based nature of strategy games. The lack of this option makes playing the game with more than two or three players pointless, as it takes too much time.
Heroes 5 is a prime example – AI players operate in parallel in real-time.
Moreover, even in HotA, in online mode, you can see your ally's turn in real-time.
When players take simultaneous turns and press the "end turn" button, they send data packets to each other containing their moves. That is, a simultaneous turn is a conditional concept; at the program level, there is no actual simultaneous turn – this is related to the game's original code.
In other words, we have a pseudo-simultaneous turn. And the interruption of the AI turn occurs precisely when inconsistencies appear in the data packets: this can be either an encounter or an intersection of hero paths, and other factors that are taken into account when "comparing data packets" (an example of such an inconsistency is that one player has already ended their turn and picked up a chest, but their opponent has not yet picked up this chest and may pick it up on that day, since the map update occurs at the moment of mutual turn transfer, as a result, the same chest is picked up twice – and this is an inconsistency, so the AI turn is interrupted, and the opponent has to redo their turn).
Can this be fixed? You can try it in your spare time – even in its current form, developing the AI turn is a complex and time-consuming process. It's not like sending data packets every millisecond... After all, this is not a real-time strategy game, but a game with a different original engine...
As for seeing your ally's turn, it's as if it's also our turn; that's why we're allies: we can't attack each other.
Please tell me if the latest versions of the mod allow switching between cities using the arrow keys?
I looked in the tweaks, and there is such a tweak in the description, but it's not in the launcher.
Added 11 minutes later
Hello! I am interested in the same question. I haven't played in the HD mod for a long time. After the automatic update to version 5000290, the up and down keys stopped switching cities. How can I fix this?
As part of the HD mod, I suggest disabling this annoying window:
// disable the tactical message window at the beginning of the battle
_PI->WriteHexPatch(0x462D98, "EB 30 90 90 90 90"); // 0x462D98 JMP SHORT 0x462DCA

2. Hero recruitment option:
a) When digging up heroes, you often need to dig up an already leveled-up hero, so I suggest adding the text "level N" to the tavern dialogue.
b) If the hero's portrait is set in the editor, the hero recruitment shows the wrong portrait. The correct way to get the portrait is: o_HeroInfo[hero->pic].hps_name. And here, hero->pic may have a number different from the number of the current hero, and it stores the ID of the portrait (either the default one or the one set in the editor).

3. I would really like the HD version to include a tweak for the number of battle tracks. So that you can adjust their number yourself.
There are very, very few (only 4) tracks. And it is not easy to manage this because HD replaces this function in its code.

Requesting a checkbox with the most optimal settings for the ND functionality in Heroes of Might and Magic, specifically for the "In the Wake of Gods" expansion.
Honestly, I don't have the energy to read and understand all these tweaks. Endless updates, improvements, and other extensions over the past few years.
I just want to check a box and know that when I launch the game, it will run in the most compatible mode with the lowest chance of crashing.
(It's not just for me, but I think it would be helpful for others too).