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Posts from [ANNOUNCEMENT] Heroes 3: World Tournament - an add-on for tournament games.

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In reply to Wicc
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15 years ago
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Wicc

I had an idea to make the timer tick into the negative range to prevent abuse. Maybe I'll get around to it later.
That would be great if it went into the negative!
Once, I played with a limit of 4k+500, and my opponent ran out of time at around 122, and later, he took longer than 500 seconds to make his moves.
In reply to Wicc
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15 years ago
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Following the saying "Time is money," you could implement a system where extra seconds result in a deduction of n gold per second.
In reply to RiMpel2
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15 years ago
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A script for manually configuring alliances can also be added.
In reply to Dirty_Player
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15 years ago
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I'll reply in Estonian, after the fact. :) 1. I would keep the percentages at 10 or add +1% per level. 2. Yes, to avoid the hassle of remembering combinations of rarely encountered classes (even Cobra doesn't remember them all:smile01:), it's better to replace classes with skill adjustments. 3. For new Diplomacy with Ballistics and the old WoG Training (unless you want to reduce the percentages slightly, but not so drastically: like 25, 50, 75%). 4. Logistics +, armor - (or play around with other percentages: 3-4 somewhere per level). 5. +. 6. +. 7. 1 stack of level 1 and 2 "native" stacks with adjustments to the number of units in the stack (this needs to be tested and calculated...). 8. Doesn't matter, but it's better to leave it as it was in TE and WoG (newbies like me enjoy freebies:p). 9. +. 10. Leave it as it was, in Water. 11. +.
In reply to Wicc
15 years ago
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After reading the list of changes, I was surprised that nothing was said about improving the heroes and magic in general. My suggestions are to bring back spells of levels 3-4 for magic specialists in the spellbook (Solmyr Loinis...) and to add the magic of the element to which the specialist's spell belongs to the skills of spellcasters. If mages are strengthened in general, the need to improve the Tower will disappear.
In reply to Wicc
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15 years ago
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We'll address the Mages in the next batch to avoid bloating the list of changes right now. In any case, the Tower would have to be upgraded, as it's not the only place where Mages are available. Besides, the problems with Mages persist and are structural in nature.
In reply to Wicc
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15 years ago
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There is no doubt that building a portal in the Dungeon is too easy. It should be made impossible to build it until something else has been built.
In reply to Qwerty
15 years ago
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Qwerty
There is no doubt that building a portal in the Dungeon is too easy. It should be made impossible to build it until something else has been built.

It seems to me that after all the planned updates, the Dungeon will become the weakest faction anyway.
In reply to Wicc
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15 years ago
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What are the approximate deadlines for applying fertilizers?
In reply to Wicc
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15 years ago
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I don't know if this has been discussed here before, but it's important to set passwords for save files!
In reply to Lider1
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15 years ago
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Lider1
When are the approximate deadlines for implementing the fertilizers?
Our programmers are creative people and also very busy. It will be done when it's done.

Currently, about 70% is complete.

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I don't know if this has been discussed here, but it's important to add password protection to save files!
If we knew how, we would have done it a long time ago.
In reply to Wicc
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15 years ago
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Wicc
Our programmers are creative people, and they are also busy. Whatever happens, will happen.

Currently, about 70% is done.

Added 30 seconds later
If we knew how, we would have done it a long time ago.
For the Town, a script was written a long time ago to ensure the "Forgetfulness" ability works correctly: it affects all stacks when the Water element is at the expert level - in the Warlord Tower, these issues have returned, requiring a more advanced approach.
In reply to Wicc
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15 years ago
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What’s wrong with that? Do you often use forgetfulness? :)

I don’t see much point in weakening an already not very useful spell. And it would just add another line to the manual.
In reply to Wicc
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15 years ago
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Here's a question: is it possible to set up the game so that each player starts with a different amount of time?
For example: Player A starts with 4000 + 400, and Player B starts with 3000 + 400?
This could add a little variety to the game.
In reply to Redwhait
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15 years ago
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Redwhait HP
I have a question: is it possible to make it so that each player's time starts separately?
For example: Player A starts with 4000+400, and Player B starts with 3000+400?
This could add a little variety to the game.
This is for Asmu, who, according to rumors, has started working on the interface. I think it wouldn't be difficult to add this feature.

We'll negotiate, trading starting money for starting time instead.

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