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Posts from HoMM3 HD is a mod (add-on) for the game Heroes of Might and Magic 3.

4.7 (6 ratings)
In reply to rebellious
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15 years ago
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rebellious
This mechanism is implemented for offline play. I believe it is unacceptable for online play.
No one even considered implementing this online.
In reply to Tolikandro
15 years ago
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Tolikandro
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? )))
This topic was discussed on the portal as part of the latest Competitive Karting 3. You should be aware of it.
15 years ago
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HoMM3 HD 2.93u

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).
I have a counter-proposal - create an additional custom difficulty level with a choice 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 would change the gameplay.
In reply to baratorch
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15 years ago
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baratorch

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.
That would be cool! Good idea! :smile12:
In reply to baratorch
15 years ago
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baratorch
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.
Excellent work, baratorch! Thank you. Also, there is even an option to play the game without roads at all, or with the original road settings.
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.
baratorch
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.
Well, the gameplay isn't affected here if the original choice is preserved. And a different choice of starting resources would be suitable for specific tournaments. Also, you can make the turn time customizable.
15 years ago
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Yes, I found a bug in the pathfinding. A fix will be released today.
In reply to baratorch
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15 years ago
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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.

Yes, that would be the ideal solution.
15 years ago
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Regarding Wicc'a's words about the HD mod following the path of WT. I never intended to add a path selection feature to the HD mod, as it doesn't fit the concept of the HD mod. However, people requested it, and it turned out to be simple to implement. If it weren't for the work involved, I would have implemented it in a day. As soon as I have time, I will separate the path selection into a separate plugin for HD. (Starting with version 2.90, the HD mod supports plugins.) This way, HD will remain an interface mod, but it will serve as a base for any game modifications (connectable/disconnectable). I am not against creating an HD add-on module that improves the experience for online players. Regarding WT. I believe that a number of WT's features are very, very successful. Simultaneous turn-based gameplay is undoubtedly a breakthrough. I would be glad to see simultaneous turns, mirrored maps, and a chess timer in SoD. I don't think SoD would become any less chaotic because of this. Some might ask why reinvent the wheel if it already exists in WT? However, in WT, one has to put up with some very controversial gameplay changes. Well, that's understandable; a lot has already been said about this. From my perspective, as the creator of the HD mod, here's what I don't like about WT: WT is based on TE, and TE is based on WoG. TE and WT were created, in part, by cutting out a lot of unnecessary elements from WoG. I believe this approach and philosophy are wrong. I think it's better to build upon the good things in SoD. And in WT, there are still some solutions from WoGTE that may produce results, but are clumsy from a programmer's point of view. I, for example, would not build anything based on these clumsinesses. By the way, I am not against exchanging ideas with the asm community; I think everyone would benefit from it.
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15 years ago
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I installed the megapack, and I like it. I just haven't figured out the templates yet – I seem to be doing everything correctly, placing them in the highresdata\tilelights.rmg folder, but it generates random things.
And the game only switches using Alt+Tab in windowed mode.
In reply to baratorch
15 years ago
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baratorch
TE and WT were obtained, among other things, by cutting out a lot of shit from VoG.
Alexander, you shouldn't put it that way. VoG (as a game) and, accordingly, everything based on it was made thanks to the VoG platform, and one should not judge the platform by the game.
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 :)
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15 years ago
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Is a built-in screensaver planned?
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15 years ago
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Thus, HD will remain an interface mod, but it will serve as a base for any game modifications (connectable/disconnectable).
The same principle was used for creating WOG – it is a software platform on which you can implement the gameplay you want.

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.
15 years ago
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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).
I apologize, I can be harsh towards WoG and its successors, but I'm not judging the platform solely based on the WoG add-on. After all, I've spent enough time trying to make HD compatible with WoG, TE, and WT, tinkering with them.
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.
I understand this perfectly; otherwise, I wouldn't be working on making HD compatible with WoG-based mods. I'm not diminishing the importance of WoG, TE, and WT, and I'm not trying to prove that WoG, TE, and WT are bad.
This is the principle on which WoG was created - it's a software platform that allows you to implement the gameplay you want.
I understand. I'm not against the idea, but I don't like how this idea is implemented in WoG.

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?
yes
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.
You need to create a folder in HiRezData\Templates, name it something (the name of the template), and put the rmg.txt file in that folder. After that, in the Heroes3HDSetup.exe utility, select your template (the name of the folder) from the RMG list, and click OK or Apply and Launch.
And the game only switches using Alt+Tab in windowed mode.
What OS?
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15 years ago
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Is it possible to implement a setting that allows adjusting the turn timer in one-minute increments: 2, 3, 4, 5, or 6 minutes per turn?

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