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Posts from DISCUSSIONS on “Rules for online games in HoMM3 and formulas for calculating player rating.” Auto-translated

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In reply to RAPER
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#93
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RAPER;162502
Mines are always there... they are located near the Castle... The real question is that sometimes there's a bug with the generator... and the path to one or both mines is blocked by some not-so-weak unit protecting something else.
Throughout my experience playing on Шаблное 2SMd4(3), I have never encountered a situation where I couldn't find both mines.
And if it did happen, then the 2 restarts provided were more than enough.
Finally, even if you use all the restarts and encounter such a block, then you can only blame yourself. Either play trying to capture the mine; although often you can play perfectly well without it, you can also capture a mine belonging to a secondary player; you can eat resources scattered by the generator—there are many options.

In the end, you always have the right to discuss this issue before the game in correspondence with your opponent.

Therefore, I believe that changes and additions regarding this matter in the standard (recommended) rules should not be made.
Клан Homo homini

Charity suffereth long, and is kind; charity envieth not; charity vaunteth not itself, is not puffed up,
Doth not behave itself unseemly, seeketh not her own, is not easily provoked, thinketh no evil;
Rejoiceth not in iniquity, but rejoiceth in the truth;
Beareth all things, believeth all things, hopeth all things, endureth all things. Charity never faileth...
In reply to Yakudza
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#94
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Yeah, I see the passions are running high... :smile50: I decided to add my "weighty" opinion. :D In reality, all this fuss is essentially about nothing. :smile32: There are rules on the portal – some people like them, some don't. I think that those who find them unsatisfactory in some way are in the majority. But overall, as I see it, the majority still consider them quite acceptable. After all, no one is forced to play by them, and as the Prince lamented
(Otherwise, it turns out that ONLY "Professionals" wrote them, and YOU all IMMEDIATELY AGREED and are forcing others to agree so that they can get into your table!!!)
– no one is forced to play by these rules in order to get into the table. As long as the opponent agrees. And those who are too dissatisfied with too many things are simply not here. What am I getting at? I've only recently settled here, but I already dare to consider all the local active members as one big family. So let's show more respect for the rules of conduct within the family and more tolerance for each other. That's what I signed up for in the Heroic International. In short: "guys, let's live in peace!" :smile10:
Тётя Ася: 359478788
In reply to Yakudza
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#95
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Let's play by YOUR rules? I don't mind, just for a change.
.
Invi, I did the same thing ;) I just started playing with Smoke according to his rules yesterday (the Overlord has exactly the same rules - they must know each other ;) ). I'll tell you right away - a lot of things are inconvenient... Unfamiliar... I think it's absurd that:
1) you can't use troops from secondary heroes that aren't "native" to the tavern. (Question - what's the point of secondary heroes then??? By the way, you can't use troops from "native" secondary heroes either!))
2) but you can use external outposts... Yesterday, I had a simply "amazing" outpost (although we haven't finished the game yet - so I won't reveal all the details ;) ) in terms of external outposts... How is this better than a secondary hero??? It's also absurd....
3) You can't develop tactics... it's terrible... I also think it's a bad idea - maybe we should add it to the "total slow" cheat list? :)

In principle, you can ban scrolls and provisions with hives - there are no questions about that. You can't develop logistics - well, I understand that too... And having 1-2 minutes per turn is too little (at least for me now) for a full game... I don't always have time to build 4 chains...

P.S. I closed the topic correctly - because why do we need to know how to cheat? I told Smoke in a private message how to defend and check, as I promised. That's it. If anyone needs to know, contact me, and I'll tell you.
Если тебе не везёт в жизни, - играй в какую-нибудь другую игру:rolleyes:
Лидер клана "Из многих единое"

Приключения – это сплошные неприятности, только про них почему-то потом интересно вспоминать...
In reply to Yakudza
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#96
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4) The turn timer should be set to a minimum!!! (1 minute!) (or 2).
Prince, please don't exclude me (and other noobs like me) from the game, who can barely make a move in 4 minutes. We also want to play this great game. :)
Стратегия - искусство возможного.

Первое правило форума :
"Хвалу и клевету приемли равнодушно
И не оспаривай глупца" (с)

Новичкам: ВНИМАТЕЛЬНО перечитайте ВЕСЬ первый пост по нижеприведенной ссылке и 90% ваших вопросов отпадут( на остальные 10% с удовольствием отвечу):
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In reply to Ta Kotoraya...
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#97
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Can someone explain to me why it's not possible to develop tactics? I don't take tactics at all. Enlighten me, I'm clueless:D What's so special about it?:confused:
In reply to Dirty_Player
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#98
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Dirty_Player;162570
Can someone explain to me why it's impossible to develop tactics? I don't even take Tactics myself. Enlighten this ignorant person: D What is so special about it?:confused:
Well, read about tactics in the corresponding topic... /topic/1697/ It has already been discussed a thousand times... But why it can't be developed – I have no idea.... I think that rule is stupid....
Если тебе не везёт в жизни, - играй в какую-нибудь другую игру:rolleyes:
Лидер клана "Из многих единое"

Приключения – это сплошные неприятности, только про них почему-то потом интересно вспоминать...
In reply to Yakudza
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#99
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/post/164856/

Presumably, it's a generator bug causing terrain displacement. I suggest adding the following point to the rules:
Displaced Terrain. If an unguarded passage is found between zones and there is no visible guarded passage, allow free movement into that zone.
Justification: In the game, it’s not always possible to determine whether this is a bug or not. It may be that this passage was created by the opponent earlier. You wouldn't ask him about it, would you? There aren't always judges or moderators online who can quickly receive the save file. So, it's better not to hinder the gameplay, in my opinion.
http://dreamcatcher.metroland.ru/
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#100
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Dreamcatcher;164988
So, are there daily saves? Maybe someone passed through that area earlier and triggered something? If it's a terrain glitch, I suggest discussing it in the rules thread.
No one passed through there before, and there were no guards.
Shifted terrain. In case of discovering an unguarded passage between zones, and the absence of a visible guarded passage, allow free passage to that zone.
+1
Let's not be bureaucrats; let's just play. It's unlikely that an impassable group of golems decided the outcome of this game. And sending the save file to the moderators every time there are such controversial questions is not a solution. Moreover, the screenshot clearly shows: 2 paths (let's call them roads) and 1 guard, which is not normal if the roads do not intersect.
Я ламер и играть не умею, нах!:smile33:
In reply to Dreamcatcher
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#101
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Dreamcatcher;164989
I suggest adding the following point to the rules: Offset terrain. In case of discovering an unguarded passage between zones, and the absence of a visible guarded passage, allow free passage to that zone.
In my opinion, it's time to add this to the rules.
С уважением, Деконтаминатор.
Hello from ancient novice!
ЗЫ: Когда я свободен для игры, в Асе у меня стоит состояние "Игры"-"Погоняем!", и я ищу Аськи с аналогичным состоянием.
In reply to Деконтаминатор
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#102
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I remember reading somewhere that there's a patch that allows you to prevent the map generator from creating slow roads. Does anyone know where to find this patch, because playing on slow roads is a real pain (and I don't think I'm the only one who feels that way). Sometimes I even spend my rest just because I don't want to crawl across the map like a turtle, which slows down development and, consequently, increases the game time (not significantly, but still).
Я ламер и играть не умею, нах!:smile33:
In reply to invisible
#103
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invisible;168113
I read somewhere once that you can use a certain patch to make it so the map generator doesn't generate slow roads. Maybe someone knows where to get this patch, because playing on slow roads is pure torture (I think I'm not the only one who dislikes them). Sometimes I even spend my rest just because I have no desire to crawl across the map like a turtle, which slows down development and consequently increases game time (not significantly, but still).

Doing this is entirely possible; in TE, Wic implemented something similar long ago, and they play without slow roads, obelisks, tents, cartographers, and healfords (also, there is a version by Wic where crypts and magic gardens were added to the Barbarian, Tower, and underground resps). To achieve this in TE, you just need to drop a small file created by Wic into the Data folder within the Heroes directory... (you can download this file at Heroes.by)

I just called Wicy—he says he could easily create something similar for SoD as well..

Wic (01:08 PM) :
list of replacements for TE

0023E5B0: 4B 41
0023E5B4: 4B 41
0023E5B8: 4B 41
0023E5BC: 4B 41
0025FFAC: 64 67
0025FFAD: 69 72
0025FFAE: 72 61
0025FFAF: 74 76
Wic (01:09 PM) :
for SoD the replacements are the same, only the addresses are slightly different
In reply to Gynnar
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#104
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To disable slow roads, you need to change some bytes in the exe file (heroes3.exe for SoD and h3te.exe for TE).

List of replacements (it doesn't matter if it's SoD or TE, this part of the exe is identical for both):

0023E5B0: 4B 41
0023E5B4: 4B 41
0023E5B8: 4B 41
0023E5BC: 4B 41
0025FFAC: 64 67
0025FFAD: 69 72
0025FFAE: 72 61
0025FFAF: 74 76

Do not lose the original file, as with this modification, there will be no slow roads even on fixed maps.

The modified file must be used by both players; otherwise, a situation may occur where one is moving along fast roads while the other is on slow ones.
In reply to Gynnar
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#105
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Wicy just called, and he says he might be able to create something similar for Soda...
If our esteemed Wic finds the time and desire to create something similar for Platinum, we would be very grateful to him. As for the obelisks, hill forts, and cartographers, I think that's also a very useful thing, because instead of them, the generator will place more useful items. After all, as far as I know, for each zone there is a certain set of different objects, each of which has its own value. The total value of the zone consists of the sum of the values of all objects in it. Therefore, if there are no useless obelisks, cartographers, and other nonsense, the generator will place other objects instead of them to fully populate the zone. This minimizes the imbalance that is inherent in these templates. Otherwise, the generator will stuff one zone with obelisks, and another with a devil's lair. And where is the fairness? :smile35:
And the slow roads just annoy me :mad:
To disable slow roads, you need to change some bytes in the executable file (heroes3.exe for Soda and h3te.exe for TE)...
So, can this only be done by hacking the executable file? And is there no way to do this using a file that is placed in the "data" folder? Because few people will be able to (even if they can, they simply won't want to) crack the executable file.
Я ламер и играть не умею, нах!:smile33:
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#106
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invisible;168142
If our esteemed Wic has the time and desire to create something similar for Platinum, we would be very grateful to him. As for the obelisks, hill forts, and cartographers, I believe that these are also very useful, because instead of them, the generator will place more useful items. After all, as far as I know, for each zone there is a certain set of different objects, each of which has its own value. The total value of the zone consists of the sum of the values of all objects in it. Therefore, if there are no useless obelisks, cartographers, and other nonsense, the generator will place other objects instead of them to fully populate the zone. This minimizes the imbalance that is inherent in these templates. Otherwise, the generator will fill one zone with obelisks, and another with a devil's lair. And where is the fairness? :smile35:

Unnecessary objects in TE are disabled by editing the standard zaobjts.txt file.

I don't know the exact name of its equivalent for SoD. People suggest that you can edit objects.txt, but it contains a general list of objects, that is, deleting an object from it will lead to its complete disappearance from the game, from the map editor, etc. Its equivalent in TE is the zobjcts.txt file, but the equivalent of zaobjts.txt for SoD is unknown to me. You can unpack all the .txt files and simply search through them.

Here are the object codes that are candidates for disabling:

AVXMAPS0.DEF
AVXMAPU0.DEF
AVXMAPW0.DEF
cartographers

AVXHILD0.DEF
AVXHILG0.DEF
ZFOHILL0.DEF
hill forts

AVGGOBL0.DEF
AVWGOBL0.DEF
AVXOBLB.DEF
AVXOBLG.DEF
AVXOBLK.DEF
AVXOBLO.DEF
AVXOBLP.DEF
AVXOBLR.DEF
AVXOBLW.DEF
AVXOBLY.DEF
obelisks

AVXSEEB0.DEF
AVXSEER0.DEF
AVXSEEY0.DEF
quests

AVXBOR00.DEF
AVXBOR10.DEF
AVXBOR20.DEF
AVXBOR30.DEF
AVXBOR40.DEF
AVXBOR50.DEF
AVXBOR60.DEF
AVXBOR70.DEF
AVXBOR80.DEF
barriers

AVXKEY00.DEF
AVXKEY10.DEF
AVXKEY20.DEF
AVXKEY30.DEF
AVXKEY40.DEF
AVXKEY50.DEF
AVXKEY60.DEF
AVXKEY70.DEF
tents

AVXSCHL0.DEF
schoolboy

Perhaps some of these objects have different codes in SoD (although most of them probably match). You just need to extract all the *.def files from the *.lod files using Resource Editor and view them with DefViewer.

And when deleting lines from the file, do not forget to reduce the number of objects specified in the first line of the file, otherwise crashes may occur during generation.
And slow roads just annoy me :mad:

That is, this can only be done by hacking the .exe file? And is it impossible to do this with a file that is placed in the "data" folder? Because few people will be able to (even if they can, they simply won't want to) crack the .exe file.
I was looking for a method to replace it using a file, but I didn't find one. It seems that the roads are hardcoded in the .exe file and cannot be configured.
In reply to Wicc
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#107
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Dear Wicc, could you please provide more detailed instructions: how, what, and why? We don't disassemble executable files every day, so I'd rather not mess around blindly.
Here are the object codes of the candidates to be disabled:
AVXMAPS0.DEF
...
...
Do I just need to delete these lines, or is there more to it? In general, if it's not too much trouble, please write everything from "A" to "Z". That is, where can I download a program to open the executable file, etc. And most importantly: will the game glitch afterward if my clumsy hands delete something wrong? Or should simpletons like me just stay away from it to avoid causing trouble?
Я ламер и играть не умею, нах!:smile33: