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Posts from HoMM3 HD is a mod (add-on) for the game Heroes of Might and Magic 3.
I mentioned before about the free units given out in refugee camps and when buying from the castle's shop (+1 air unit), but the author ignored it. And the bugs are 100% due to mods.
Please provide detailed instructions on what needs to be done to trigger the bug.
I'm addressing everyone. If you are interested in fixing bugs, please write detailed recipes (sequences of actions) so that I can reproduce the bug. General statements like "there is a very, very bad bug" are of no use. If the bug does not occur consistently with the same sequence of actions, it is extremely difficult to fix. However, the more detailed the description of the situation in which it occurs, and what preceded it, the better.
The trick is that it couldn't be intentionally replicated. I placed 50+ camps in the editor and flew around with a hero, but it didn't happen. But in the game, it looked like this:
1. Click the "select all" button. You select, for example, 3/3 monsters. 2. Click the "buy" button. 3. Close the purchase window, and voila - you have 4 monsters instead of 3.
At the moment of purchase, there's some kind of flickering, similar to when you click "refresh" on the desktop. That is, it's as if it wasn't there, but your eyes caught something unusual.
A fresh bug, possibly caused by a mod. The red player's Phantom, Jaegar, is present on the panel but not on the map. 143.zip
I've looked into it. Tell me, was Jaegar already present for the red player before the bug occurred? Where was he stationed? If Jaegar is an extra unit for the red player (he has a pink flag for some reason), then yes, HD could theoretically be the cause of the bug. If not, then no.
The only awkward thing that caught my eye is the two quick button modes. What's the purpose of the second one?
Because initially, there was only one mode, and I designed it based on my own gameplay and needs (I didn't play and don't play the original game, and I learned about all the features of these mods in the process of working on HD, from people interested in compatibility), but at the request of the community, a TE mode was added.
The step-by-step [Alt] function, I agree, turned out to be unclear in practice. I will most likely replace it with a simpler one.
[Shift] needs to be refined. Currently, it makes the original hero's Shift+click on a non-empty stack impossible (it works on an empty stack).
I liked rebellious's idea of completely transferring the army. I'll make a quick transfer with the option to choose who to leave behind. Option 1: We select the desired stack and transfer the army. A single unit remains in the selected stack. We can also come up with something that doesn't involve the mouse, using number keys. I can completely remove the intelligent leaving of the correct unit. It can be refined. For example, add a check for the type of terrain, or something else. Suggestions are welcome.
Regarding separating single units. In HD mode, there is a mass separation function: [CTRL] + [SHIFT] + Click
Added 8 minutes later
Hi, sorry that I use english. I'm not sure if you were discussing about 2lvl dwells built in castles. Is this possible to be done in HD mod that every starting castle has 2 lvl units' dwell prebuilt? This is the only thing for balance I miss in rmg mirrored maps of this kind http://www.filefactory.com/file/cbd0...ebus_4x4_2.h3m
It's easy to make level 2 dwellings built from the start. I don't have any free time right now. As soon as I have some, I'll do it.
.... It's easy to build dwellings of level 2 from the start. I don't have any free time right now. I'll do it when I have time.
SUPER! :smile54: Thank you; Lider1
At this rate, it will turn out to be WT with a different name. I don't think it's necessary to do this. The originality of the mod lies in the fact that it doesn't affect the balance. And that's the main thing. The interface is a different matter.
I totally agree with you. I hope the HD mod will still be an "interface" and will not change any original unit stats, spells, etc. But I think that having dwellings of level 2 pre-built does not change the original game balance and, like other things, will be possible to turn it on/off in Hires.ini
PS> IMO, WT is ok (unfortunately, I have problems with it), but the HD mod is the best addon for the original H3. :smile49: I hope that both WT and HD will have good support in the future. :smile33:
At this rate, it will just be WT with a different name. I don't think it's necessary to do this. The mod's originality lies in the fact that it doesn't affect the balance. And that's the most important thing. A different matter is the interface.
The HD mod is more functional the more various settings it has, including those that preserve the original gameplay of SoD.
Level 2 is quite good; the main thing is not to interfere with the morale of neutral creatures. Perhaps the convenience and informativeness are a plus for HD, but changing the game concepts shouldn't be done, otherwise, there will be another schism between fans of HD and its opponents. As we can see, it's very comfortable to play with HD in SoD; I wouldn't want to turn it into a mini-application of WoG. For now, HD is very good.
I have a suggestion: it would be nice to add a function to display the movement range, for example, by holding down a key and clicking on a map area in the main window, you can see how many movement points it takes to reach that area. And for complete comfort, also calculate the so-called double trajectory: let's say we need to pick up a chest and then go to some hidden spot by turning away from the chest. We reach the chest directly, but with the chest picked up, we can't. So, while holding down a key, it would be visible how many movement points it takes to reach the chest, and then, if you click on the hidden spot, for example, with the right mouse button, and using some kind of trajectory determination indicator, you can see whether there are enough movement points left or not. Something like that, in general
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...
baratorch, I found one unpleasant bug; perhaps it has already been reported, but if not, I'll repeat it because it's important: if you transfer artifacts to a hero with a full backpack using the "transfer all artifacts" button, the artifacts seem to be transferred, but in reality, they simply disappear. If the backpack is not full, everything beyond the full capacity also disappears. Please fix this if possible.
I don't think I've seen this suggestion before, so I'll post it. Is it possible to implement a feature that, in case of a necessary restart, allows you to regenerate a new map with the same settings without having to go back to the main menu? I think this would save a significant amount of time for all players.
First, I will separate the road customization option and the option to build level 2 structures into a separate plugin for HD, as well as the option to only build level 1 structures.
I will add an extended turn time selection and a custom difficulty level with a choice of starting resources to this module. I will also integrate anti-cheat features into this module. (You can consider Tournament an extension for HD).
Fixing the original bugs can also be separated into a separate module because it is definitely a change to the original gameplay. You can also include the option to fix gameplay bugs in the Tournament module.
I don't think that the option to build level 2 structures changes the balance or gameplay. After all, you don't complain about SoD if both sides have level 2 structures built.
And the road customization option does not change the original road types or add new ones.
Moreover, it can be done so that information about the selected fixed road type and fixed built level is received by SoD without HD. Or, it can be done so that custom settings only work with HD + module vs. HD + module (in the case of selecting starting resources and turn time, this is probably the only way).
Secondly, I solemnly swear that I will never even think about removing morale in HD or in any plugin. Because this is really a change to the gameplay, and in the direction of simplification.
In principle, I have wanted to start making a gameplay mod for a long time, but it will be (if it is) a separate topic from HD (but based on HD, of course).
Added 7 minutes ago
baratorch, I found one unpleasant bug, maybe it has already been reported, but if so, I will repeat it because it is important: if you transfer artifacts to a hero with a full backpack using the "transfer all artifacts" button, the artifacts are as if transferred, but in reality, they simply disappear. If the backpack is not full, then everything beyond the full capacity also disappears accordingly. Please fix it if possible.
Thank you, this is the first report about it.
I admit, I didn't test the backpack overflow. But when writing this functionality, I remembered the possibility of overflow. I relied on the original hero function, which definitely has a check for overflow. But I guess I will have to write my own check.
Regarding compatibility with SoD, you can do the following:
- If HDmod detects that HDmod is also installed on the other end, then various additional features become available - bug fixes, roads, etc.
- If it doesn't detect it, then only interface features are available.
to rebellious: the problem of cheating can currently be solved only in one way: by creating a server that stores save files, so that there are no savable files on players' computers.
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...
to rebellious: the problem of cheating can currently be solved only in one way: by creating a server that stores save files, so that there are no savable files on players' computers.
There is another, simpler way. I have suggested it 100500 or 100600 times, but it has not been implemented. The idea is this: when generating a map, each player is asked to enter a password. When loading a save, each player is required to enter a password. If any part of the password is not entered, the save will not load. That's it. No other anti-cheat measures are needed.
baratorch, huge thanks to you for your hard work!!! The HD mod is excellently made at the moment, but the work that's being pushed on you (bringing HD closer to VT) like 2nd level, 3 stacks... this is already a bit too much for SoD. If you have different views on this and intend to go in that direction, I have a huge request: do not put all of this into the HD mod, but rather make it as a gameplay mod (if I understood you correctly) so that SoD lovers can continue to enjoy the game with the HD mod.
Personally for me, SoD is not just about all its pros and cons compared to TE, VT... it's something more. For example, I get a ton of pleasure from a game where I get my butt kicked, where sneaky griefers will be trolling, where in Dragon Utopia they'll give me the captain's hat and all those SoD charms, while I curse under my breath:) and then on top of that, I win the game! It's a risk that provides an adrenaline rush during the game—that is what I expect from playing on SoD...