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

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baratorch, thank you for the HD mod! But I ask you not to repeat the same mistake that the developers of Windows Media Player, Nero, and a number of other "all-in-one" programs make, by releasing something increasingly bulky and slow with each year, overloaded with a bunch of unnecessary "add-ons," all sorts of "bells and whistles"! Let the HD mod itself have only basic functionality, and everything beyond that can be implemented in the form of plugins that can be downloaded and "attached" separately if needed, similar to extensions in Firefox!
As for WoG, I think that for developments that are fundamentally different in concept from what WoG is aimed at, it is better (more logical, more correct) to start from a clean SoD, rather than adapting WoG to completely different goals.
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
In reply to baratorch
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baratorch
Regarding Wicc'a's words about the HD mod repeating the path of WoG.
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baratorch, that was flame that turned into trolling, and that's why it was moved to the forum.
Any discussion should ultimately lead to a positive outcome for the mod and the players of Heroes, and not to the creation of empty disagreements based on personal views on the structure of the world. Fans of WoG have many of their own resources and topics, modifications, various add-ons and mods. Here, they are mainly familiar only with TE, WT, although there are more than a dozen of them. All that remains is to gather the most interesting things from everywhere and implement them in a project that is being developed.
In reply to rebellious
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2 baratorch
I already asked this question on df2, but it was ignored: is it possible to add an indicator showing the distance in movement points to the hero's destination point?


The second question is more global.
The current capabilities in the rmg template description file are insufficient for fully implementing a mirrored template. Specifically, there are not enough options to replace towns with teleporters. When creating the template, you have to assign a specific racial affiliation to the town that needs to be replaced. The race of the town also determines the racial affiliation of the entire zone (dwellings, creatures in pandoras) and prevents the zone from having a random race.

A radical solution to this problem would be to save information about the affiliation of each territory cell to a specific zone in the map file during the generator's operation.
There is space in the map format for the zone number (for example, a byte is allocated for the road type, but only 2 bits are actually used).
However, if you change the unused bits, the game crashes when displaying that cell on the screen.
Thus, there are 2 problems:
1) Extract the zone number information from the generator and place it in the map file.
2) Ensure that this change in the format does not affect the game's functionality.

For mirroring purposes, another option is to make changes to the map file, and then have the mirroring program remove them after its work is done, so that the mirrored map is loaded in the standard format.
However, information about the affiliation of a territory to a specific zone could also be useful for other purposes: for example, for balancing the contents of zones using ERM, including for non-mirrored templates.

So, the question is: how feasible is this?
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1) Well, I've said many times that theoretically, you can do anything with the heroes. Specifically regarding this issue, I don't think it's that complicated. I haven't explored this direction, so I can't say anything concrete. At a minimum, I won't have time to look into this topic for at least 3 months.

2)
The second question is on a more global scale.
The capabilities embedded in the template description file (rmg) are insufficient for a full implementation of a mirrored template. Specifically, there are not enough options to replace towns with teleporters. When building the template, you have to assign a specific racial affiliation to the town that needs to be replaced. The race of the town also determines the racial affiliation of the entire zone (dwellings, creatures in the pandoras) and does not allow for a random race for the zone.
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I am not familiar with templates, their capabilities, or the RMG itself. I also don't know anything about mirrored maps or the existing implementations. Therefore, I didn't understand what needs to be achieved in the end and didn't understand the problem.

In any case, I am almost unfamiliar with working with the RMG and I don't control the map loading.
However, I can do a lot with an already loaded map.
What principle is generally used for creating mirrored maps? Is the top copied to the Dungeon with corresponding changes, or how?
HoMM 3 HD:

последняя версия - 5.0 RC96 (19.09.2020)

последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8

полное подробное описание
In reply to baratorch
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"baratorch"
1) Well, I've said many times that theoretically, you can do anything with the heroes. Specifically regarding this issue, I don't think it's that complicated.
I believe that indicating the length of the hero's route fits organically into the concept of the mod as an interface mod. And such a feature would be very useful. Unfortunately, it cannot be implemented using the map editor – only by modifying the executable file, and I'm not very good at that, to put it mildly.

"baratorch"
I'm not familiar with templates, their capabilities, or the map editor itself. I also don't know anything about mirrored maps or the existing implementations. Therefore, I didn't understand what needs to be achieved in the end and didn't understand the problem.

In any case, I'm almost not familiar with working with the map editor yet and don't control the map loading. However, I can do a lot with an already loaded map.
What is the general principle for creating mirrored maps? Is the top copied to the Dungeon with corresponding changes, or how?

Yes, the general principle for creating a mirrored map is as follows. If you're interested, here's a link: http://zalil.ru/30721992. The readme file briefly describes the creation process.
There are no particular problems with creating the mirrored map itself. The program works, and people use it. The problem is integrating it into the game so that you can start on the mirrored map just like on a regular template. But this is, in principle, a solvable problem.

The question is different:
When creating a random map, the generator divides it into zones (respawn areas) according to the structure of a specific template. That is, each cell of the territory belongs to a certain zone, and accordingly, it is assigned the soil type of that zone, and an object belonging to the zone can be located on it.
But when the generator creates the map, the map format itself no longer contains information about the belonging of cells to a particular zone. That is, by programmatically analyzing the map, we cannot know to which zone a particular cell or object belongs. Only in a specific case, if different soil types are set for all zones, we can judge which zone an object is located in based on the soil type under the object. Or, specifically for cities: if a city of a certain faction exists only in one zone, then when we encounter its description in the map format, we know exactly to which zone it belongs.

That is, to create a structure of connections (teleports, elevators) between the two planes of a mirrored map, information about the belonging of a territory cell to a specific zone would be very useful. Currently, when creating mirrored templates, we have to put up with some limitations. First of all, it is impossible to set a random faction affiliation for a zone in which there is a city that needs to be replaced with a teleport.
Currently, the city parameters that we can influence through the rmg file are as follows: belonging to a player, city faction, whether or not there is a fort. Information about the zone number to which the city belongs would allow us to create a structure of connections between the planes of the mirrored template with virtually no restrictions.

I understand that this question does not relate to the HD mod, but I would be curious to know your opinion on the possibility and difficulty of solving it.
In reply to <Ivor>
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why, when installing the mod, are some texts in English and some in Russian? It's not very convenient. Also, the descriptions of secondary skills are incomplete, just fragments. For example, the percentage value for shooting is missing, and there's no text for "Basilisk Pit". Is this happening to everyone? Can this be fixed? :confused: I don't know why, but once, Inferno turned blue for me. It hasn't happened again. By the way, regarding the duplication of heroes, it's a rare occurrence; I've only encountered it once.
installed on top of WT
How do you do that?
Overall, it's a great mod! I'm looking forward to new implementations of ideas. QUESTION: Is there a way to change the descriptions of spells and skills myself? That would be great.

Were you on heroesland? I was pleased with the turn order line there (it reminds me of the initiative line in Heroes 5). It would be nice to have that too.
In reply to alikov temik
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alikov temik
Why, when installing the mod, are some texts in English and some in Russian? It's not very convenient. Also, the descriptions of secondary skills are incomplete; they are just fragments. For example, the percentage value for ranged attack is missing, and there is no text for "Basilisk Pit". Is this the case for everyone? Can this be fixed? :confused: I don't know why, but once, Inferno turned blue for me. It hasn't happened again. By the way, regarding the duplication of heroes, it's a rare occurrence; I've only encountered it once. How can I do it?

What did you mean? When describing the problem, you need to describe it specifically; otherwise, no one will understand what you're talking about, and the question will be ignored. Installing the mod consists of simply extracting the files from the archive without any installations. The fact that there is no text in the Basilisk Pit and that the descriptions of skills and spells are truncated indicates that you had an initial, flawed version of Heroes (I can't say for sure, but it was some kind of buggy version). Installing the Russian megapack will help solve your problems (it can be found on the author's page).
alikov temik
...and is there any way to change the descriptions of spells and skills yourself? That would be great.
The descriptions of spells are in the file SPTRAITS.txt, and the descriptions of skills are in the file SSTRAITS.txt (they are located in the megapack or the resource file h3bitmap.lod). You can make edits if you have the skills to use a text or special editor.
In reply to rebellious
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rebellious, thank you.
Installing the Russian megapack will help solve your problems (it can be found on the author's page).
I didn't find the Russian megapack on the patch website, and I'm not quite sure what you mean.

This allows the game to play all sound effects in a separate thread, which noticeably speeds up the game. After installation, the end-of-turn music plays slowly and glitches.
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I couldn't find it on the website for the Russian megapack patch; I'm not quite sure what you mean.
http://sites.google.com/site/heroes3hd/rus/download
I opened the page in Opera, IE, and Firefox – the Russian megapack is immediately visible.
It allows the game to reproduce all sound effects in a parallel stream, which noticeably speeds up the game after installation. After installing, the end-of-turn music plays slowly and glitches.
Disable parallel sounds or the 44 kHz stereo patch:
Open HiRezData\HiRez.ini, find
No wait playing sounds = 1 and Music patch = 1, and change 1 to 0 in either or both, and save.
Let me know what solved the problem.
HoMM 3 HD:

последняя версия - 5.0 RC96 (19.09.2020)

последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8

полное подробное описание
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When installing the mod, the "Your HOMM3 version" field doesn't show the version of my game, and the "RMGTemplate" field doesn't have a list of templates.

When launching the game with the Heroes3.exe_HD.exe file, an error occurs (shown in the image below).

I installed it on the complete collection (Russian version) and on SOD 3.1 with a replaced, patched executable (Russian version). If the English version of the game is required, could someone provide a download link for Heroes?
Attachments 1
1 file attached • Total size: 230.0 KB
МУДРЫЙ - не обязательно старый, ОПЫТНЫЙ - не обязательно мудрый... обладатель и того и другого всегда должен помнить слова НАПОЛЕОНА БОНАПАРТА: Война состоит из непредусмотренных событий; В каждом большом деле всегда приходится какую-то часть оставить на долю :smile33: СЛУЧАЯ...
In reply to baratorch
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baratorch
Most likely, you installed version 2.93u on a clean game, but you need to install version 2.90f, as stated on the website.
f - complete standalone HD version
u - update for the complete standalone HD version
Yes, thank you. That's exactly what happened. I didn't read it carefully enough. By the way, IMO, it might be helpful to clarify that the update is not a complete updated HD mod. Just for clarity.
МУДРЫЙ - не обязательно старый, ОПЫТНЫЙ - не обязательно мудрый... обладатель и того и другого всегда должен помнить слова НАПОЛЕОНА БОНАПАРТА: Война состоит из непредусмотренных событий; В каждом большом деле всегда приходится какую-то часть оставить на долю :smile33: СЛУЧАЯ...
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A few suggestions, not sure if they are feasible:

1) Display which town the Town Portal will send the hero to.
2) Display the ransom cost for the troops currently with the hero (taking into account diplomacy and artifacts).
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I'm not sure if it's appropriate to talk about such things, but the developers of World Tree and Heroes & Dragons have some very interesting ideas – healing gray castles and simultaneous turns. Is it possible to exchange technologies?
Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
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I'm not sure if it's appropriate to talk about such things, but the authors of Warlords and Heroes & Dragons have some very cool ideas – healing gray castles and simultaneous turns. Is a technology exchange realistic?
I expressed the same sentiment above. But I haven't approached Asmodeus directly with this proposal. In general, I personally wouldn't be against it.
HoMM 3 HD:

последняя версия - 5.0 RC96 (19.09.2020)

последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8

полное подробное описание

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