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Posts from Built-in autosave feature (for the TE version).
Place it in the Heroes folder and run h3wt.exe. If you need to disable the autosave, you can simply rename asmwt.dll or run the regular h3te.exe.
Autosave features: Instead of the standard autosave.gm2, it creates saves in the format: [red player name] vs [blue player name] [player color {1 - red, 2 - blue}] [date].gm[number of players] For example: asm vs Mee [1] 112.GM2 When playing against the computer, it creates saves in the format: Computer vs Asm [2] 113.GM1 Currently, it only supports blue and red colors.
Added after 6 hours and 51 minutes It will also work with TE-Lite.
Dirty_Player
17 years ago
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Question: What if I play a second game with the same player and the same color? Will the autosaves be overwritten?
Question about the new version with simultaneous turns. What are the differences from the previous version? You don't need to mention optional features.
Question about the new version with simultaneous turns? What will be the differences from SoD? You don't need to mention things that are optional (with the possibility of choice).
Yesterday, my brother suggested a very interesting idea – not to wait for the implementation of simultaneous turns, but to release a version that already has simultaneous turns. Principles: 1) Continuity with SoD 2) Do not introduce new strategic elements until the old ones are unbalanced 3) Minimize rules (embed rules) 4) Reduce the number of settings and options - because this is currently one of the problems of TE
What will be from TE: 1) Interface (!) 2) TE's fixes for SoD's bugs 3) Starting balance: 3 stacks for heroes, the non-native hero is not empty, the 2nd level is built, war machines for specialists 4) No Week of Monsters and Plague 5) Balancing of castles. 6) Balancing of schools of magic
Not from TE: 1) I want to bring scrolls back into the game, but so that there are no such "carts" with rules on how they can be used (and then it's still difficult to check - whether the opponent acted according to the rules or not) 2) Logistics with 5% per level -> 2% per level 3) Weakening of Necromancers: Necromancy 10%, 20%, 30% -> 3%, 6%, 12% (the numbers are not final), Necromancy only works after the upgrade is built (the upgrade loses its original function) + accordingly, if you don't have a castle with an upgrade (for example, it was taken away), then necromancy will stop working, maybe some other minor changes 4) Strengthening of specialists in monsters: in TE, they were strengthened too much, and now everyone only plays with them, so I want to strengthen them as follows: give not 5% for a multiple level, but 10, 15, or 20%
What definitely won't be from TE: - troop experience - classes
What will be optional (and disabled by default): 1) Bank 2) Tax 3) Guild rebuilding I'm leaving these things for the TE players, by default they will be without them.
For future versions: - directive strengthening of useless skills
I discussed this topic with Mee today. We talked for about 4 hours. In my opinion, their attitude is not quite right. I'll allow myself to quote a small excerpt (I hope they won't be offended):
and if even 1% of the players switch from SOD or TE to us, it will be simply wonderful and sufficient.
I think that with this approach, the effort is not worth the result.
Wicc
17 years ago
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I also communicated with Asmodeus. The feeling is the same. This is a case where trying to sit on two chairs will result in landing on your backside.
I feel that there will be further fragmentation...
Perhaps... but I want to overcome it with undoubtedly useful things - simultaneous turn, chat. Oelm
I discussed this topic with Mee today. For about 4 hours. Well, I think their attitude is wrong. I will allow myself to quote a small excerpt (I hope they won't be offended by me)
I think that with this approach, the game is not worth the effort.
Mee complained yesterday that you are inconsistent in your judgments - he said that you need to implement simultaneous turn in SOD, then fix it in SOD, then again implement it in a clean SOD. I would like to hear comments and suggestions from the source. What do you like, what don't you like, what would you like to see, what not. Wicc
I also talked with Asmo. The same feeling. This is a case where trying to sit on two chairs will result in landing on your backside.
Yura, I don't remember us discussing and communicating on this issue... but I would like to. The suggestion is the same as to Oelm - comments, suggestions.
asmThe offer is the same as to Oelm - comments, suggestions.The main comment is that there is an attempt to roll back to SoD. Remove experience, remove classes, etc. Instead, you should continue the development ideology of TE outlined by Horn in the manual.
If you make a hybrid, it will be like this - SoD players will stay in SoD because the level of conservatism there is such that even changing minor game rules is met with great resistance, changing the template causes a violent reaction, and mentioning TE leads to an astral projection.
I'm exaggerating, but the point is roughly clear. That they play SoD because it is good old SoD, not because it is better or worse than TE. And you won't attract these people with your version.
Your target audience is TE players. And by taking this approach, you are doing them a huge disservice.
Lider1
17 years ago
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Yeah... :rolleyes: We still need to decide who the "target audience" is, as Vic said.
Ideally (for SoD fans), the balance shouldn't be touched at all, not even by a millimeter (perhaps except for the second level), the interface should be the same as in TE, turns should be simultaneous, installation should be easy, and there should be a built-in autosave feature. => Otherwise, the community will split 100%.
It's a paradox, though. There's TE Light, which is a complete analogy to SoD, a great product, and Vic, thank you very much! But people continue to play SoD. The question is: WHY?
As for TEfull, what can I say? Any new features are normal there :D, although I still don't understand some things, like upgrading bulls without a storage facility, etc.
From Asma's project, I liked:
1) Minimize the rules (embed the rules). 2) Continuity with SoD.
"Not from TE" – in principle, I liked all four points, but I don't quite agree with the principle of necromancy, where skeletons are raised without any buffs; otherwise, it's too limited :)
What I didn't like:
1) Balancing of castles. 2) Balancing of schools of magic.
It's already unclear which direction this will go in, towards SoD or TE...
3) TE-style fixing of SoD bugs is a very ambiguous statement. If, for example, the vulnerability medal is fixed, that's good. But if viewing the opponent on their turn is disabled, or Shakti is fixed, many will start shouting loudly... Or automatically making monsters without an upgraded stack is also very questionable...
What I would like:
(A lot, I can't say everything at once)).
Replays of battles, like in Heroes 5. A very useful feature...
I agree that we need to move in the direction of SoD! I play TE, but each time I start to love SoD more!
StickyFingaz
17 years ago
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The number of people switching to the Asma version will be the same as the number currently playing in the TE-Lite version, which is about 10 people, or 1%.
The main point is that there's an attempt to revert to Heroes of Might and Magic III. To remove experience, classes, etc. But instead, it would be better to continue the development ideology of Heroes of Might and Magic V, as outlined by Horn in the manual.
It's not an attempt, but a rollback. And a rollback of unsuccessful things. We tested, tried, there are mistakes. We're fixing them. Regarding the ideology of Heroes of Might and Magic V: "diversity of strategies, balance, and user-friendly interface." I like it, but with some adjustments. 1. I put the user-friendly interface first. 2. Balance comes second, but since the balance in Heroes of Might and Magic III is quite normal (if you apply a 10-page rule set to it), it's enough to embed the rules. + Game stability. 3. And only in third place is the diversity of strategies. And here I see many ways to develop. You can achieve diversity by modifying existing elements, for example, as was done with the schools of magic – a perfect example. Or you can introduce a bunch of new workarounds, unnecessarily complicating and modifying the game. So, in my ideology, I want to implement the diversity of strategies with minimal effort and maximum thoughtfulness. Not to add new elements until the old ones are balanced.
If you make a hybrid, it will be like this - Heroes of Might and Magic III players will stay in Heroes of Might and Magic III because the level of conservatism is so high that even changing minor game rules is difficult, changing the template causes a strong rejection, and mentioning Heroes of Might and Magic V leads to a departure into the astral plane.
I'm exaggerating, but the meaning is roughly clear. People play Heroes of Might and Magic III because it's the old, good Heroes of Might and Magic III, not because it's better or worse than Heroes of Might and Magic V. And you won't attract these people with your version.
Your target audience is Heroes of Might and Magic V players. And you're doing them a disservice with this approach.
About the true Heroes of Might and Magic III players, that's true..... But there aren't that many Heroes of Might and Magic V players to focus only on them. I think the main target audience is newcomers and single-player gamers. Heroes of Might and Magic V players will switch anyway. True Heroes of Might and Magic III players won't switch to any version... even if it's Heroes of Might and Magic III + simultaneous turn, because that won't be the real Heroes of Might and Magic III anymore )))
And for newcomers, what will there be: - chat - as many rules as possible embedded - simple installation on Heroes of Might and Magic III StickyFingaz
The same number of people will switch to Asma's version as currently play Heroes of Might and Magic V Lite. About 10 people. 1%.
It's unclear where this forecast comes from... But time will tell. Again, I repeat - I hope simultaneous turn will attract old players. What a temptation to save 2-3 hours of real time on a game... )))