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Posts from Heroes of Might & Magic III: Horn of the Abyss

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In reply to Феанор
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Feanor
A Castle with only high-tier creatures is a terrible idea. Even early in the game, a single angel purchased there will dominate, and later, 7 level 7 units (with the "Spirit of Despair" artifact, which is found in every other random map cell) will create such a severe imbalance that the opponent won't be able to handle it and will hit you over the head with a chair. As a result, multiplayer will soon disappear, leaving only a depressing single-player experience.


Why is it terrible? Have you suggested something like this before?

No? Then you're just as bad.

Instead of criticizing, you should offer some positive suggestions.
In reply to BESTWIZARD
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Just so you know, no one suggested it because of its absurdity.
Whoever captures it first wins.
only the most experienced will be able to play, and the game will continue to develop in this way.
Or, if someone is just lucky, the game won't develop; it will be almost entirely predetermined.
this intermediate castle is placed somewhere on the map, between the players or far away from them.
Everything will come down to getting to that castle faster.

And if that's the case, it will be difficult to capture that castle, as it's very easy to defend (with higher-tier creatures :rolleyes:)

You should have criticized less and offered something positive instead.
Why shouldn't I criticize?
Here's something positive: we don't need that kind of castle.
Tomorrow holds no promises
Except the ones we've made
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Okay, fine. Whatever. I thought it was a good idea...
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I have a different idea. When an artifact is on the map, you right-click on it, and it also displays "artifact." This really annoys me. It would be great if you could at least see its name. I know the names of all the artifacts, but sometimes I get confused, or maybe you could see its characteristics along with the name. I think this would make the game easier.
In reply to PaciFic
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Exactly, that's a great suggestion! And it would also be useful to display which unit type (e.g., griffons) is stationed in a particular structure (e.g., a mine) or which unit type (e.g., dwarves) is guarding a treasure.
Ибу ибуди - хуйдао муди - Шаг за шагом можно достигнуть цели (китайская мудрость)

Кто к нам с пером придёт, тот от пера и погибнет!:smile51:
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that would also be nice.
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You can find this out easily. Go there, choose not to attack, right-click, and you'll see how many of each unit are there.
Слово "РАСА" пишется с одной буквой С.
В слове ВОИН нет буквы Й.
Пять восклицательных знаков в конце каждого предложения - признак подростковых комплексов.
In reply to Феанор
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Yes, that’s obvious. I meant: so that it would be known how many guards there are as soon as the resource node appears on the map. And also, so that all kinds of mills, if the opponent has already visited them this week, but they are not yet visible on the map, would also be marked as “visited.”
Ибу ибуди - хуйдао муди - Шаг за шагом можно достигнуть цели (китайская мудрость)

Кто к нам с пером придёт, тот от пера и погибнет!:smile51:
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No, I don't think it's critical. Anyway, you won't have time for windmills on enemy territory. But you can scout for resources.
Слово "РАСА" пишется с одной буквой С.
В слове ВОИН нет буквы Й.
Пять восклицательных знаков в конце каждого предложения - признак подростковых комплексов.
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Aren't the vision artworks viewable? Or not? I thought it was possible... So, this is unnecessary!
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When will new screenshots be added?:o :rolleyes:
To prevent this post from being just empty whining about the add-on, I'll share an idea for a new artifact:
Caduceus – grants +10% health and immunity to diseases (zombies), weaknesses, poison (wyverns), wave of death, and aging (ghost dragons) to all creatures in the squad... I don't know, maybe it would be better to give the tent the ability to heal with "Healing" instead of increasing the squad's health, i.e., to remove harmful spells during healing... if there is any similar artifact, you could create a collection that combines the effects of these artifacts and applies healing every 3 rounds... or the tent could attack the undead with a divine laser:D, i.e., with banishment....:smile16:
To give you an idea of what a caduceus is, here's a link to Wikipedia: http://ru.wikipedia.org/wiki/Кадуцей
Ваши интересы и учеба\работа


In reply to Drnik
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Could it be possible to make the Teleport spell applicable not only to friendly units but also to enemy units (perhaps only on Expert difficulty for the Water faction)? Sometimes (if, for example, the focus is on archers and combat magic) this could be very useful... In "Heroes 4," there's a spell that pushes units back one tile (in case archers are blocked) – it would be nice to implement something similar (in particular, it could be used to push units into a pit :D), and even better, to give some units the ability to push an enemy stack back several tiles upon attack.
Ибу ибуди - хуйдао муди - Шаг за шагом можно достигнуть цели (китайская мудрость)

Кто к нам с пером придёт, тот от пера и погибнет!:smile51:
In reply to Drnik
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Drnik
When will you add more new screenshots?:o :rolleyes:
Under the most favorable circumstances, it will be tomorrow.:smile08:
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Regarding teleportation, it's relevant... Because in Heroes of Might and Magic III, out of the four schools of magic, only two – Air and Earth – could be considered effective, while the others were like supplementary ones... Optional!
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You shouldn't say that! Water and fire can also be destructive! Well, fire burns, but water is powerful too... - if we're talking about it, we need to somehow balance the different schools of magic!

За всем следят машины благодати и любви.

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