This mechanism is implemented for offline play. I believe it is unacceptable for online play.
Posts from HoMM3 HD is a mod (add-on) for the game Heroes of Might and Magic 3.
How is this "mechanism" implemented (if we're talking about separate digging spots, then an integrated instant order system would be helpful), or am I missing something?
We're talking about single-player, right! Or is there a way to play single-player with two players? )))
http://sites.google.com/site/heroes3hd/rus/download
[-] Fixed a bug in 32-bit (MMX) fullscreen mode that caused crashes in multiplayer games.
[-] Fixed a bug with extra elements being drawn when viewing a puzzle map.
[ ] Improved the algorithm for automatically fixing map bugs (duplicate heroes, grayed-out towns, etc.).
[ ] In the Heroes3HDSetup.exe utility, when selecting the 32-bit (MMX) mode, the dropdown list of resolutions now lists several resolutions proportional to the screen, rather than the resolutions supported by the system.
[+] Added parameter #14 to the HiRez.ini settings file, allowing you to customize the type of roads in the game.
Roads can currently be customized from HiRez.ini.
To customize roads, the option must be selected, and HD must be installed only on the server.
Wicc, thanks for the link. It's an interesting solution, but it didn't help as I expected.
I have a suggestion. Make it possible to start with 200% and 2500 gold. A similar chaos patch was made a while ago; if this could be repeated, it would be great.
No, the mod only changes things that don't affect the gameplay, as I understand it, so if anything needs to be changed, you need to install the WoG (Warlords and Heroes).
- Everything original will be preserved, but an additional, flexible, and quite useful option will appear. And I wouldn't say that this would change the gameplay.
последняя версия - 5.0 RC96 (19.09.2020)
последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8
полное подробное описание
I have a counter-proposal – to create an additional, custom difficulty level with the option to choose the number of starting resources.
- Everything original would be preserved, but an additional, flexible, and quite useful option would appear. And I wouldn't say that this would change the gameplay.
Осень 2010.
HoMM3 HD 2.93u
http://sites.google.com/site/heroes3hd/rus/download
A parameter #14 has been added to the HiRez.ini configuration file, allowing you to customize the road type in the game.
I started testing. It seemed to work fine with types 1, 2, and 3. But with cobblestone roads, it works intermittently or not at all. I tested it on the Jebus Cross template (map size with or without a Dungeon/difficulty/number of computer-controlled heroes/original road type => in the end)
M+U/100/2-0-0-0/dirt => cobblestone
L +U/160/2-0-0-0/cobblestone => cobblestone
L - U/160/2-0-0-0/cobblestone => cobblestone
L - U/160/2-0-0-0/dirt => dirt
L - U/160/4-0-0-0/gravel => gravel.
After that, something got stuck, and it stopped converting M-maps altogether. Then, after some time, I created another M-U map for 2 players - it converted, but not for 4 players.
I have a counter-proposal - to create an additional custom difficulty level, with a choice of the number of starting resources.
- everything original will be preserved, but an additional, flexible, and quite useful option will appear. And I wouldn't say that this will change the gameplay.
последняя версия - 5.0 RC96 (19.09.2020)
последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8
полное подробное описание
Message from baratorch
I have a counter-proposal – to create an additional, custom difficulty level with the option to choose the number of starting resources.
- This would preserve everything original, but add an extra, flexible, and quite useful option. And I wouldn't say that this would change the gameplay.
Все в ней нулево и кукольно.
последняя версия - 5.0 RC96 (19.09.2020)
последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8
полное подробное описание
последняя версия - 5.0 RC96 (19.09.2020)
последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8
полное подробное описание
And the game only switches using Alt+Tab in windowed mode.
Зима 2011-12.
TE and WT were obtained, among other things, by cutting out a lot of shit from VoG.
TE was created almost from scratch (from SoD, upon which the VoG platform is built) — through table edits, NEW scripts (well, with some reworking of the VoG start-up scripts, of course, where various counters, timers, macros, and subfunctions are located; the rest of the scripts are original), very minor changes to the exe. WT was also built on top of SoD+VoG, and balance changes were taken from TE, as they had proven themselves in professional tournaments (on Bay).
And VoG itself is based on VoG, with a bunch of scripts and additional bells and whistles, but here hundreds of people simply worked to contribute their own developments, which resulted in a kind of mess; BUT the platform allowed all this, and the VoG platform is one of the most effective Heroes engines, both in Russia (plus co-browsers) and abroad.
I hope I've conveyed the thought and understanding :)
Зима 2011-12.
Thus, HD will remain an interface mod, but it will serve as a base for any game modifications (connectable/disconnectable).
As a demonstration of the capabilities of the WOG platform, a WOG gameplay was created. These are two different things. This is illustrated by the development of TE/WoG, which are based on the same WOG platform, but contain almost nothing from the WOG gameplay. By the way, as far as I remember, the Chaos patch for SoD was also made on the WOG platform.
If there is a desire to create a similar software platform, I recommend that you inquire about the structure of the WOG platform, just to avoid repeating known mistakes.
Alexander, there's no need to say such things. WoG (as a game) and, consequently, everything built on its foundation is based on the WoG platform, and it's not appropriate to judge the platform based on the game.
TE was created almost from scratch (using the SOD as a base for the WoG platform) - by modifying tables, creating NEW scripts (with some reworking of the WoG startup scripts, which include various counters, timers, macros, subfunctions, and other scripts), making very minor changes to the executable, and WT was also built on top of SOD+WoG, and the balance changes were taken from TE, as they had proven themselves in professional tournaments (on Bay).
BUT the platform made all this possible, and the WoG platform is one of the most effective engines for Heroes, both in Russia (plus its counterparts) and abroad.
I hope I've conveyed my point and that it's understood.
This is the principle on which WoG was created - it's a software platform that allows you to implement the gameplay you want.
You say that you can implement the gameplay you want - that's good, but
the large number of supporters of only-SOD shows that those who implement their gameplay still want to implement
1) something that is at least controversial.
2) and at the same time, they often focus on mechanics and pay little attention to aesthetics and preserving the style.
Is a built-in saver planned?
I just haven't figured out the templates - I seem to be doing everything correctly - I put them in HiRezData\Templates RMG, but it generates something random.
And the game only switches using Alt+Tab in windowed mode.
последняя версия - 5.0 RC96 (19.09.2020)
последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8
полное подробное описание