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Posts from [ANNOUNCEMENT] Heroes 3: World Tournament - an add-on for tournament games.

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In reply to SpiriTT
16 years ago
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SpiriTT
Here’s the question. In an online game, when I go to the tavern --> kingdom overview, a black screen appears and the game crashes. Out of 5 attempts to check if my opponent has a second hero, the game crashed 5 times. My opponent doesn't have any problems – what could be causing this?
The answer is on the previous page, post number 155.

/topic/at/355232/
asm
You need to completely uninstall WoT, download the full patch
http://heroeswt.net/download/h3wtsetup.exe
and install it from scratch on SoD or TE.
When you uninstall WoT, don't forget to save your saves in case you need them
In reply to asm
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16 years ago
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A question for the developers: it is known that cities like Necropolis, Dungeon, and Inferno can be built not on their native terrain, depending on whether they are located underground or on the surface. Would it be possible to change this?
In reply to Toganash
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16 years ago
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Toganash
A question for the developers: it is known that cities like Necropolis, Dungeon, and Inferno can be built outside their native territory, depending on whether they are located underground or on the surface. Would it be possible to change this, if desired?
This has already been fixed for Inferno.
In reply to Dirty_Player
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16 years ago
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Dirty_Player
It was fixed for Inferno a long time ago.


I recently switched to WT, and haven't played Inferno yet, sorry. I only played Dungeon – I was on top, and there was no speed bonus for the troops, which is why the question arose.
In reply to Toganash
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16 years ago
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Toganash
Literally just switched to World of Tanks, haven't played Inferno yet, sorry. I only played Dungeon – I was on top, and there was no speed bonus for the troops, so that's where the question came from.
Why should there be one? Mud is the land of Necropolis.
In reply to Dirty_Player
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16 years ago
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Dirty_Player
Why should it be that way? Dirt is the land of Necropolis.

In the spirit of the game, each starting castle should be on its native land, or it shouldn't generate in places where it shouldn't. But if we follow your logic, why did they fix this in Inferno's dungeon – after all, it's also underground – when it should be the domain of Dungeon, even though there's lava there. And, based on the balance rule, it turns out that at the start, the Dungeon's troops, when generated from above, won't have the proper bonus, unlike other castles.
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16 years ago
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Who said that there’s lava underground? Lava underground is magma!
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16 years ago
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Question for the developers: Why did you decide to assign antimagic to the fire magic school? This significantly reduces the appeal of earth magic, considering that it's not easy to obtain, and the explosion doesn't come early enough. By the time it does, players can already find a way to counter it, either with a sphere, a cloak of resistance, antimagic, or a resistance skill. Maybe I'm wrong – please correct me.
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16 years ago
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I stand corrected – antimagic is now available in all schools.
In reply to Сатир
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16 years ago
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Scripts for new nests/conservatories:
"Ivor"
An improved script by Vik for changing the guards and contents in nests and conservatories. Now, for a certain fee, you can order bonus creatures. http://slil.ru/29211039

The script changes the bonus creatures and guards in griffin nests and conservatories.
In nests 1-4, there are random bonus creatures of level 7, and the guard consists of upgraded creatures of the corresponding race, levels 1-5, with one stack of creatures of each level.
In conservatories, there are 2-8 random bonus creatures of level 6, and the guard consists of non-upgraded creatures of the corresponding race, levels 1-5, with one stack of creatures of each level.
The arrangement of the guard stacks is random. The order of the guard creatures in the tooltip is:

4 - 1
- - 5
3 - 2

When visiting these locations, you can change the bonus creatures for a certain fee. The price for changing the first creature of level 7 or a pair of creatures of level 6 is 1000. When replacing them with creatures of the same type, each subsequent replacement of one creature of level 7 or a pair of creatures of level 6 will cost 100 more.

Place the files script73.erm and script73.ers in the DATA\S folder of the game. Enable the script in the Wog options.

Works in versions HMM3_TE and HMM3_WT.
In reply to Toganash
16 years ago
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Toganash
Question to the developers: why did you decide to assign antimagic to the fire magic school – this significantly reduces the appeal of earth magic, considering that it’s not just difficult to obtain, but the explosion doesn’t come early enough, meaning that there will already be ways to counter it, such as a sphere, a cloak of resistance, or antimagic itself, or a resistance skill. Maybe I’m wrong – correct me if I am.
As Satyr correctly pointed out, antimagic exists in all schools of magic. Earth magic still remains a very strong skill: shield and stone skin, slow, explosion, and resurrection.
With the guild restructuring, finding slow usually doesn’t pose any problems. And cloaks and spheres are usually prohibited by the rules.
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16 years ago
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Question from asm: The issue with Inferno not being able to generate on non-native terrain has been fixed. What do you think about Dungeon and Necropolis – they also generate on non-native terrain, depending on whether they are in a Dungeon or not.
In reply to Toganash
16 years ago
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Toganash
asm's question: The issue with Inferno not receiving bonuses from non-native terrain has been fixed. What do you think about Dungeon and Necropolis – they also generate on non-native terrain, depending on whether they are in a Dungeon or not.
I don't plan to change the terrain bonuses in the near future.
In reply to asm
16 years ago
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04/22/2010 - Version 0.4 released

http://www.heroeswt.net/features.php
[list=1]
  • Chaos patch: at 200% difficulty, you start with 2500 gold.
  • Added an option to enable one-way teleporters as two-way.
  • Right-clicking on neutral creatures now displays whether they are an upgraded stack (by Ivor).
  • Fixed a bug with the reduction of upgraded stacks (by pHOMM).
  • Fixed a bug where starting heroes were not level 1 (by pHOMM, Ivor).
  • Improved the script for resetting heroes in the Town Editor: now they appear not completely empty and without Necromancy (by pHOMM, Ivor).
  • Fixed a bug with the Refugee Camp.
  • Added a script to view the remaining creatures in external dwellings (by SAG).
  • Improved the script for viewing monster lands: it only shows information when necessary (by Ivor).
  • Changed the option "Selection of neutral city types" to "Replacement of neutral cities" - excludes blue and red player cities from neutral cities (without additional questions) (by Ivor).
  • Improved the Quick Combat interface.
  • Fixed a bug in the description of "Angels in the group..."
  • Fixed the description of artifacts included in the collection - the Axe of Lord Barbarian's Fury.
  • Added functionality for the reserve stack to the Tactics description.
  • Added functionality for splitting to the Scouting description.
  • Fixed a compatibility issue between Russian and English versions. Instead of hieroglyphs, Russian letters are displayed.
  • All current templates have been checked, and 8MM6, 8XM12, and 6LM10 have been added.
  • Added the map Tactician's Corner.
  • Improved the chat: fixed bugs, improved the protocol, improved the interface, added chat authorization, and added addressed messages.
  • [/list]

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