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

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I'll say a few words about the add-on. For me, the only significant plus of the WT version is the simultaneous turn capability. Since it works great, a whole lot of precious time is saved.

The other gameplay changes are more of a minus compared to SoD. Also, the messages about the terrain type during another player's turn are annoying; it would be good to remove that nuisance.
В дикім полі
In reply to bRitvo4kA
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bRitvo4kA
For me, the only real advantage of the WT version is the ability to take simultaneous turns...

but for some, that's the main drawback :D
What can you do? In WT, Gurnisson isn't the best; only Tiraqsor is.
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bRitvo4kA
I'll say a few words about the add-on. For me, the only significant plus of the WT version is the simultaneous turn capability. Since it works great, a whole lot of priceless time is saved.
Captain happened to have some very distant connections here with programmers who could have helped me a own same in development... but alas, I haven't been able to contact them yet.
bRitvo4kA

The other changes regarding gameplay are more of a minus compared to SoD. Also, the messages about terrain type during another player's turn are annoying; it would be good to remove that nuisance.
1. Now terrain type messages appear much less frequently - only if there is another terrain type nearby (a closed cell is also considered another terrain type)
2. I think this feature should also work on another player's turn... after all, you need to plan your move and it's better to do that with information about the land.
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My friend and I created the 8XM12 template several times, and the blue player always started without a road. Was this left intentionally? There must be a reason. I know that this has been fixed in 8XM12a.
In reply to Toganash
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Toganash
Several times, my friend and I created the 8XM12 template, and the blue player always started without a road. Was this left intentionally? There must be a reason. I know that this was fixed in 8XM12a.
As requested, I added the original template... as it was from 3DO.
In reply to asm
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asm
Added the original template as requested... just as it was from 3DO.

)))
I have another question: how does the "magic resistance" skill work against area-of-effect spells like Armageddon? I had a total resistance of 55% including artifacts. The opponent cast Armageddon, and all my troops were wiped out (7 stacks) - and this happened twice. And in general, I have big complaints about this skill.
In reply to Dirty_Player
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Here, someone responded on page 17:
Dirty_Player
It has been fixed for Inferno for a while now.

I played Inferno twice in the Underground, and I never saw the speed bonus. Maybe I missed something?
In reply to Toganash
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Toganash
)))
I have another question: how does the "magic resistance" skill work against mass spells like Armageddon? I had a total resistance of 55% with artifacts. The opponent cast Armageddon, and all my troops died (7 stacks) - and this happened twice. And in general, I have big complaints about this skill.
Maybe the opponent had a black artifact.

Added 1 minute ago
Toganash

I played Inferno twice in the Underground map, and I didn't see the speed bonus even once. Maybe I missed something?
The Inferno patch is not included in WT; in WT, it's currently like in SOD.
In reply to Mee
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Mee
maybe the opponent had a black orb
The black orb only removes natural magic resistance: for example, an arrow against dragons or Armageddon against phoenixes is allowed. In this case, it was just bad luck. Resistance often works according to the law of perversity. If there was only a 5% artifact, maybe the magic wouldn't have worked:rolleyes:
In reply to rebellious
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rebellious
The black orb only removes natural magic resistance: for example, an arrow against dragons or Armageddon against phoenixes is allowed.
The black orb neutralizes ANY resistance (skills, artifacts).
Всем удачи ! И Морали !
In reply to Wlk777
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Wlk777
The black orb neutralizes ANY resistance (skills, artifacts).
It's not that simple at all. It matters who attacks whom and who has the black orb! If you attack the owner of the black orb, your own resistances will work, and the efreets and black dragons will survive!
Blue attacks red. Blue has expert resistance and all artifacts for resistance. Red has a black orb.



After casting Armageddon by blue, it barely affected anyone – only 4 iron golems died.



In general, the artifact works according to something like this rule: "owner - affects everyone, enemy - only affects others" © Physics of the Heroes world. With specific features of Dispel and Chain Lightning spells, as well as special monster characteristics (ability).
In reply to Wlk777
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Wlk777
The black orb neutralizes ANY resistance (skills, artifacts).
That's completely unfair. You spend time learning an entire skill (spending a skill slot and experience), and you might even plan the tactics for the upcoming battle – and then this (((. Some artifact overrides an entire skill and everything associated with it.

Added after 29 minutes
It would be logical if it only affected everything except resistance, while natural immunity of monsters, excluding resistance, would remain for gnomes and unicorns. Resistance and immunity are still different things. And in general, there's a suggestion to limit the black orb's effect to monsters of level 7.
In reply to Toganash
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Toganash
That's just unfair. You learn an entire skill (spending a skill slot and experience points), and you might even plan the tactics for the upcoming battle – and then this (((. Some artifact overrides an entire skill and everything associated with it.

The effect of the black orb is quite tolerable and not as devastating as the effect of the red orb (Sphere of Suppression) and the Cloak of Negation. These artifacts can negate a good half of a hero's skills and abilities – wisdom, all schools of magic, intelligence, resistance, witchcraft, and finally, the magical specializations of heroes.
And there's another artifact that does a lot of harm – the Badge of Courage, which, in addition to adding +1 to morale, protects your troops from mind control spells. Moreover, when you try to cast Berserk on an opponent, you will see the animation of a book with a wand, i.e., the possibility of casting the spell is shown. But when you aim this book at the target unit, a turquoise outline will not appear around it, i.e., an indication that the opponent has the Badge of Courage. So, don't cast Berserk – you'll waste mana and the cast itself will fail.
The possibilities of using these three artifacts could have been mentioned.
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I haven't been able to download the 0.41 update for two days now. What's the problem?
Не бійся коли ти один, бійся коли ти нуль.

484800548

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Has anyone tried playing with three players? We're encountering the following two situations: 1) I'm the server, the first computer connects, but the second computer can't see the server. The first computer disconnects, the second computer connects to the server, but now the first computer can't connect; it doesn't see the server. 2) We make the first computer the server. The second computer connects, then I connect. The game starts, but when it's the third player's turn, the game crashes. However, two players can play against each other without any problems, regardless of who is the server. We can play with three players in the standard SOD without any issues. What could be the reason?

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