Posts from HoMM3 HD is a mod (add-on) for the game Heroes of Might and Magic 3.
Maximum :D
You can find the pack folder name in HiRezData\HiRez.ini, parameter #2
For some reason, the spacebar stopped working in tactical deployment mode. I have to click next.
1. The ability to configure road types in the setup - paved, gravel, dirt - for generating a map with such roads.
Should I do it?
последняя версия - 5.0 RC96 (19.09.2020)
последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8
полное подробное описание
It is possible to implement this very quickly. However, the solution is not direct: the map is generated with random paths, but before the game starts, all paths are replaced with the one selected in the setup. That is, in random_map_?.h3m, there will be random paths. But when the game is launched with the corresponding option selected, the paths will be replaced. The changed paths will be saved. Moreover, the same will happen when launching non-random maps.
Should we do it?
Yes, please.
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Tried that too... didn't help :(
It really is an unsolvable matrix...
Try solving it using the Gauss or Cramer method:rolleyes:
Or reinstall the game.
It is possible to implement this very quickly. But the solution is not direct: the map is generated with random roads, but before the game starts, all roads are replaced with the one selected in the setup. That is, in random_map_?.h3m, there will be random roads. But when the game is launched with the corresponding option selected, the roads will be replaced. The changed roads will be saved. Moreover, the same thing will happen when launching non-random maps.
Should we do it?
There are no other options anyway. An example was given here of configuring roads by editing the hex code in the exe file, but this is a rather complex operation for many. Besides, all players must have the modified exe file.
And your option may be similar to the mechanism in Warlords. I thought that there, an ERM script runs at the start and changes the type of roads. But in SoD, there are no scripts. That is, now it turns out that everything can be configured. So the planned mechanism for redoing roads is quite correct. It is important that the same thing is displayed for the opponent (even without a mod?).
Все в ней нулево и кукольно.
Here was an example of how to adjust roads by editing the hex code in the exe file.
последняя версия - 5.0 RC96 (19.09.2020)
последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8
полное подробное описание
Is it difficult to implement the ability to order a hero to visit the tavern in single-player mode?
I second this question/request! It would be very useful for offline play. If it could be linked to one of the free buttons on the interface, it would be great!
А так играют Мастера! :smile13:
Could you provide a link to this?
The same applies to starting resources; they are stored consecutively in dword format. For example, 10000-10-4-10-4-4-4, then for other difficulty levels, and somewhere nearby there are 6 zero values of 4 bytes each – these are the starting resources for 200%.
Is it difficult to implement the ability to order a hero to visit the tavern in single-player mode?
I second the question/request! It would be very useful for offline play. If it could be linked to one of the free buttons on the interface, it would be great!
This mechanism is implemented for offline play. I believe it is unacceptable for online play.
How is this "mechanism" implemented (if we are talking about separate resource gathering, then an integrated, instant order system would be desirable), or am I missing something?
We are talking about single-player, right! Or is there a way to play single-player with two players? )))
А так играют Мастера! :smile13:
