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Posts from HoMM3 HD is a mod (add-on) for the game Heroes of Might and Magic 3.Auto-translated
I'm not forcing anyone to play like a superhero and take 5 seconds per turn, but if 4000 + 400 wasn't enough for all your battles with golems and the like, then I'm sorry, but it's enough for most top players (I'm referring to long chains of battles, with 10+ units per turn...). Even I, a newbie, can manage it, and by the end of the game, I have at least a 1000+ difference (I pay less attention to battles and suffer losses because of it, but the timer is always within the limit). For those who like to nitpick about the numbers, the timer is also a topic of discussion, just like the turn time of 6.8 seconds in SoD.
While I was writing this, another page was created. I'll try to express again what I meant: I'm willing to wait an hour or two while a player takes their mega-turn, but I need to be sure that I won't lose anything because of it! And the payback will come in the 2nd or 3rd week for their turn, and this primarily concerns tournaments (in fun games, at least there's no limit). And most importantly, if you don't want to play with a timer, you don't have to; no one is forcing you (it will come naturally). A year ago, I was 100% against it and played according to the game's rules (sometimes 2, 3 games) every day, and I wasn't bothered by the opponents' turns.
What a hot topic! I just mentioned that I figured out how the timer works, and now it's not difficult for me to change it however I want (including making it a chess timer). I didn't say that I would be making a chess timer, especially in the near future. I was just considering such a possibility and theorizing about it. However, I still want to make a chess timer. I just don't know when I'll get around to it.
Regarding changing the gameplay. I've wanted to make a gameplay mod for a very long time, and there's no point in trying to talk me out of it.
I'm not going to turn HD into a gameplay mod, and right now I'm focusing on separating the wheat from the chaff. However, I don't see any reason why a gameplay mod can't be a plug-in module for the HD base. Of course, I will make the game incompatible with SoD, because playing by different rules is not good.
Everyone has different ideas about ideal heroes, and they can't all be combined into one mod. If someone doesn't understand, I made and am making HD primarily for myself, according to my own ideas about what is ideal. Several times, people "nagged" me with some hero-related requests. I simply practically ignored these messages until, a month ago, I played my first offline mini-tournament. At first, I did everything manually, but when I got tired, I found and downloaded a "hero editor." And after the tournament game, I immediately added a hero invitation to HD within a day. If someone manages to convince me of the reasonableness, convenience, and necessity of certain changes, then they will be added to the queue for implementation. The order of new features depends, among other things, on the speed/simplicity/interest of implementation. That is, a new feature that was added to the queue last may be implemented first under favorable circumstances.
Also, regarding the chess timer: its implementation is as radical a change to SoD as starting the countdown after "OK." (I think it's obvious that when starting the countdown after "OK," the game should be made incompatible with SoD). So, R55Max, your rejection of the first and acceptance of the second cannot be justified by any reasonable and logical arguments. It's just your idea of the ideal mod (that is, justification at the level of "like/dislike"). Although, after your posts, such a division is emerging: HD, HD + SoD-like mod, HD + my gameplay mod.
I'm coming up with a name for my gameplay mod: "HoMM3: Perfect," no less :)
I'm not forcing anyone to play like a super-efficient player and spend 5 seconds per turn, but if 4000 + 400 wasn't enough for all your battles with golems and the like, then I'm sorry, but it's enough for most top players (I'm referring to long chains of battles, with 10+ creatures fighting per turn...). Even I, a newbie, can manage to click around and by the end of the game, I have at least a 1000+ difference (I pay less attention to battles and suffer losses because of it, but the timer is always within the limit).
Firstly, the statement about most top players is not true. For example, the leader of the Warlord Tournament (WT) ranking, where top players gather, Pavel Dubrovin, doesn't play with less than 4500+500, and often uses up the entire timer by turn 121, or even 117 (in one of the matches against me, for example). As for the others who are considered top players, take my word for it. There are exceptions, like Vik, but believe me, not all hero players have pro-StarCraft-level thinking. And this is in WT, where 90% of battles can be fought on autopilot without worrying about morale. In SOD, even a high-quality battle in a dwarven mine can take twice as long compared to a morale-free treasure chamber.
In my opinion, this is not a very good solution for the SOD version with morale.
to Dirty_Player, And if you run out of ammo, should you surrender and be killed, instead of trying to do something? Honestly, it's very similar to the reasoning of noobs in gameranger.
Interesting logic. Before a battle, you are usually confident that 8 bullets will be enough, and you'll even have some left. Of course, there are battles where you need to think, I'm not saying that everything should be done thoughtlessly. rebellious
And the fact that you don't have time to move in SoD is more than strange and doesn't make sense at all.
But this is even stranger. Do you think that all moves have the same level of difficulty and responsibility? rebellious
Chess clocks can only be optional for timing battles in SoD and as a convenience when setting the duration of the entire move, since there are enough players (or ignorant ones) who do not perceive the tactics of complex (subtle) and long battles (like gremlins with hordes (hundreds) of zombies in the first week, or the same Gurnisson or the same Moon with a level 1 pixie). But if you come up with a timer for pauses in battles, then that would be fair.
Of course, it's optional. This item is even optional in HotA. If you thought a little about why chess clocks appeared in battles over time? This is exactly what happened because of the battles you described in parentheses. The logic is simple: pay with time for long battles. Chess clocks appeared in the first version of TE and are still used today. If people accepted this and use it, then it has passed the test of time successfully. For those who haven't played with them, they inspire fear. RiMpel2
Don't talk to me about jebus and the like. I see that for you, mega-players, a long move is associated with mega-skill, and a fast move is exactly the opposite - with noobism (yes, I remember that I was often tried to shut up with this argument). For me, this is associated only with slow thinking (not to be confused with 20 minutes in battle, I'm talking specifically about 20 minutes on the map).
After such an argument, I refuse to argue with you about anything. I should have realized this earlier, when in one of the topics you said that "only hardcore players play HotA." We simply have different ideas about what can be done for 20 minutes. R55Max
Don't tell me about jebus and the like. I see that for you, mega-players, a long move is associated with mega-skill, and a fast move is exactly the opposite - with noobism (yes, I remember that I was often tried to shut up with this argument). For me, this is associated only with slow thinking (not to be confused with 20 minutes in battle, I'm talking specifically about 20 minutes on the map).
In TE/HotA, the goal when creating the clocks was the same: to make the player able to distribute time for the game. R55Max
and in the Heroes community, most people play with SoD timers.
Do you think so? I'm not talking about foreigners (since they simply don't know about HotA and therefore don't have a choice), but about the Russian-speaking community, where people have long been playing either in HotA or in both HotA and SoD (universal players), and the number of people who play strictly only SoD can be counted on the fingers. baratorch
However, I am well aware of the beauty of chess clocks. When the time saved on fast moves can be spent on important, long moves.
+1! I can't understand why this isn't obvious to people. :confused: Even forget about battles. Let's say we play for just 6 minutes without battles. If I made a move in 5 minutes, why not transfer the saved minute to another day, which I will play in 7? After all, this is so simple and brilliant. baratorch
This can be solved by adding time proportional to the number of moves in the battle, i.e., adding time for each move in the battle.
I think this is unnecessary. You can accumulate a lot of free time. baratorch
In general, what are people afraid of with chess clocks? Just uncheck the chess timer in Advanced Options and play with the SoD timer.
+1
P.S.: Last question for everyone. How many times have you played with chess clocks with at least 4000+400, and how many times have you run out of time?
Interesting logic. Before a battle, you are usually confident that 8 shots will be enough, and you'll even have some left over. Of course, there are battles where you need to think, and I'm not saying that everything should be done thoughtlessly.
But that's just your opinion... So, it wouldn't hurt to think a little more. And I know before the battle that there will be a melee fight with Goblins, but the terrain can significantly affect the duration of the battle.
Dirty_Player
And this is even stranger. Do you think that all turns have the same difficulty and importance?
I understood that if you claim that you don't have enough time to make moves in SoD (we're not talking about the original), then it means that somewhere there, you do have enough time. I assume this is in WoTA. That is, it turns out that WoTA actually takes more time? And this is taking into account the unfair quick-buy in WoTA and the infinite one in SoD? Thus, timers are needed to increase the duration of the turn? :rolleyes:
Dirty_Player
... Chess clocks appeared with the first version of TE and are still used today. If people have accepted this and are using it, then it has successfully passed the test of time. For those who haven't played with them, they are terrifying.
Chess clocks, like any other innovation, were introduced on the fly... there is still room for improvement, time does not stand still. And, for example, why wouldn't the time when you defend with a couple of Harpies against a computer with a horde of Zombies be counted, but the opposite scenario would be?
And for some, the beep-beep sound at the end of the turn has a much more stimulating effect on increasing the speed of the player's actions
Message from baratorch Regarding the chess timer: its implementation is as radical a change to SoD as starting the countdown after pressing OK. (I think it's obvious that starting the countdown after pressing OK should make the game incompatible with SoD). So, R55Max, your rejection of the former and acceptance of the latter cannot be justified by any reasonable or logical arguments.
Why is that? In my opinion, the time ticking down before pressing the "take turn" button is just some kind of bug. Essentially, you haven't taken your turn, you're not even nearby, and yet the time is running – that doesn't seem right. It would be much fairer to "freeze" the game during the period of sending a turn and until the other player presses the "take turn" button.
Message from baratorch: This is just your idea of the ideal mod (that is, justification at the level of - like/dislike).
That's not true. This is not my idea; it's the idea of everyone who understands that a global change to the SoD gameplay – turning it into a different game – is a significant alteration.
Message from baratorch: Although, after your posts, such a division is emerging: HD, HD + SoD-like mod, HD + my gameplay mod.
Perhaps this is the best way out of the situation, because your work is no longer just your hobby, but also part of the Heroes community. Well, that's figuratively speaking, but we also want something delicious. :)
Message from Dirty_Player: The logic is simple: for long battles, you pay with time. Chess clocks appeared in the first version of TE and are still used today.
Where is the logic in that? Why should you pay for long battles? So, if, for example, I'm in a time crunch and see a large group of top-tier units guarding a great artifact, and I need to defeat them with some weaker units, like devils, should I not attack them, knowing that I might not have enough time for the rest of the turns, which depend on the outcome of this battle? There could be many such situations, and even if there is only one, what difference does it make? And in general, top players don't enjoy winning by forcing a surrender or through a timeout. Clocks in battles are a complete absurdity!
Quote: Message from R55Max Just to remind you that chess clocks are PROFESSIONAL in chess, and the time is also calculated with professional calculations, so they require skill and planning.
Message from Dirty_Player: In TE/WOG, the goal of introducing clocks was similar: to teach the player to manage their time effectively during a game.
What does TE/WOG have to do with it? I don't care about them at all. I'm talking about SoD. You yourself, as you like to say, have said 100500 times that SoD is about preserving the gameplay. So, I've always said, and many others understand, that SoD needs to be refined somehow; it's just too flawed, but it's still the best, and that's why I'm arguing about HD, which initially started as a SoD platform. So, with the HD mod, it acquires a new, restored form, becomes fresh, and increases interest! But this does not change the impossibility of changing the fundamental structural composition of the gameplay. SoD needs to be fixed, with comfortable functionality and other components that improve the old ones, but in no case should something completely new be introduced.
Example: collecting armor and storing it is normal because we also collected it manually, remembered it in our minds, and collected it manually again when we changed. Now, it works functionally to save time.
Message from Dirty_Player: Do you think so? I'm not considering foreigners (since they simply don't know about WOG and therefore have no choice), but I'm considering the Russian-speaking community, where people have long been playing either WOG or both WOG and SoD (universals), and the number of people who play strictly only SoD can be counted on the fingers of one hand.
Exactly. But I'm taking them into account because the plans should be a little more extensive than just the Russian-speaking community. There were attempts to introduce WOG to the Chinese and others, but they were not successful, so it would be wiser to offer a ready-made product, but with exquisite refinement!
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...
A small off-topic: I tried installing HD, but I uninstalled it after the first game. Maybe I just didn't figure it out, but I had these questions: - Is it possible to change the mouse sensitivity in HD? It feels uncomfortably slow when in fullscreen. - The manual says that troops and artifacts are transferred between heroes by pressing F10 and F11, respectively, but no matter how many times I press them, nothing happens. I tried launching with the "Lighter" patch, but it still doesn't work. What am I doing wrong? Transferring troops by clicking on the arrows with the mouse is not an option for me. - In the very first game, there were 2 serious freezes when alt-tabbing – for about 30 seconds. I've never encountered this in SoD. My computer is good, by the way. It says in the manual that it reduces the load on the CPU, but in reality, it's the opposite. What could this be?
Also, baratorch's personal opinion: - Maybe it's worth focusing on the problematic saves and postponing the rest until a complete module is ready, and then release it as a finished product? If we identify what HD is currently lacking, the saves are 98% of the problem; everything else is minor and secondary. - The SoD timer shouldn't be touched. In the module, it might be worth making it optional, but that's a different topic.
Пусть мой враг будет силен и страшен. Если я поборю его, то не буду чувствовать стыда.
Message from R55Max in the Heroes community, most players use the SOD version.
This is an argument in favor of SOD. The WCL rules, as well as their level of play, are simply not worth discussing. By the way, the best European players occasionally use this version. It would also be good to have the rules in English.
But what do TE and VT have to do with it? I don't care about them at all. I'm talking about SOD. You yourself, as you like to say, have said 100500 times that SOD means unchanging gameplay.
To avoid getting a kilometer-long reply from you, I'll say that I don't consider a chess timer to be a change in gameplay! numOne
The SOD timer shouldn't be touched.
What does it mean to touch it or not? No one is going to remove it from the game. numOne
- Maybe it's worth focusing efforts on the current problematic areas, and postponing the rest until there's enough material to release it as a complete module? If you focus on what's missing in HD now, then saves are 98%, everything else is minor and far less important.
And that's a +1! That's much more useful than chats in castles, etc.
A little off-topic: I tried installing HD, but I uninstalled it after the first game. - In the very first game, there were 2 major freezes when alt-tabbing - for about 30 seconds. I never encountered this in SOD. My computer is good, by the way. It says in the manual that it reduces the load on the CPU, but in reality, it's the opposite. What could be the reason?
The same thing happened to me, but without alt-tabbing, just in windowed mode, and it completely froze (I could only close it through the task manager).
And regarding the timer, it's a good idea. Although I've never played VT and haven't tried it in practice, I think it will make many people pass their turn when they have actually finished it, instead of sitting there for all 6-8 SOD minutes (although I usually finish in 2) and going for a smoke break during "difficult" battles. There aren't that many truly long and difficult battles in a game, and a chess timer should be enough, in my opinion.
P.S. R55Max, thanks for defending SOD :smile12:, but try playing with the timer first, and then make such categorical statements
Убив один раз, становишься негодяем, тысячу раз - героем.
1. Map + Battle (this is where skill matters, not Warcraft-style speed). 2. The overall picture of the map - (minus) what you see. In chess, there is the possibility to observe the entire battlefield COMPLETELY. I hope you will forget about chess, unless you are playing with an open map.
The point of the chess timer is not to shorten the game time, but to rationalize its use. You don't criticize the 1 and 2-minute SoD timers for Warcraft-style speeds; otherwise, they should be urgently removed from the game! RiMpel2
When comparing Heroes to chess, don't forget that in Heroes there are moves on the map + battles, while in chess there are only moves with pieces.
That's why I suggested adding time for a turn in battle, even if it's 2, 1, half, or 3-2-1 seconds. I think that with such bonuses, it won't be possible to artificially inflate the time in battle, and the time will be distributed more fairly between turns and opponents. Or, perhaps, it would be better to add time for a round in battle...
That's why I suggested adding a bonus for each turn in battle. Even if it's just 2, 1, half a second, or 3-2-1 seconds. I think with such bonuses, it won't be possible to artificially inflate the battle time, and the time will be distributed more fairly between turns and opponents.
Why go to such lengths when you can simply pause the game during battles? And let those minutes accumulate on maps for mega-turns. All sorts of arguments like "the player should pay for their actions" and the like sound ridiculous against the backdrop of random artifact generation.
The first attempts to implement time control were made in the chess-like game of Shatranj in the ancient Arab East.
In Europe, chess games were played without time control. It happened that a player with a clearly losing position would try to wear down their opponent. Sometimes this worked. Games would last for many hours, even days. The "last straw" was the first international tournament in 1851, when the assistant referee, who was recording the moves in the Williams-MacLeod game, made the historic note: "The game remained unfinished because both opponents fell asleep..."
Two years later, in the Harwitz-Lowenthal match, the opponents were first limited to a time limit of 10 minutes per move. Sand timers were used, each with their own, and a monetary penalty was imposed for exceeding the time limit. In 1866, in the Andersen-Steinitz match, sand timers were replaced with mechanical ones, although they were not chess timers with two buttons, but ordinary ones.
Special chess timers were first designed by English amateur chess player Thomas Bright Wilson, an engineer from Lancashire, and used at a tournament in London in 1883. A year later, Amandus Schierwater received the first patent for the industrial production of chess timers, and in 1886 they were already available for sale in stores in Liverpool. In 1899, a "flag" first appeared on chess timers, indicating a three-minute interval before the time limit expired. The idea of the "flag" was proposed by D.B. Meijer. The prototype of the current mechanical chess timers with two button switches was created in 1900, thanks to Veenhoff. In the 1920s, the first electric chess timers appeared. The first electronic chess timers were made in Kyiv in 1964. After Bobby Fischer received a patent for electronic chess timers in 1989, the latter became one of the most widely used.
history has already passed through "CoD" timers in chess, and has arrived at special (chess) timers. This is progress, and resistance to it is reactionism, retrogression, obscurantism.
Added 7 minutes ago
Why go to such lengths when you can simply stop it in battles?
you can do that too, but why even have a timer then?
My suggestion is that if the battle is conducted in a normal mode, then time will not be spent (or little time will be spent), but if you fight while picking your nose and taking breaks, then the timer will penalize you.
What problem did you find? Apparently, life has become too good, and you're spending so much energy on such trivial things. In all my time playing on Wargaming.net, I've never been in a time crunch; on average, I usually have 1/3 of the time remaining, or even more, and I've played quite a few games there, mostly HL+U. Am I doing something wrong? The solution seems simple to me – don't play in ranked matches with those who, in your opinion, take too long; in tournaments, just be patient. And if you don't have enough patience, maybe you should work on that. Many quite experienced players still click the mouse for defense and wait in battle – this objectively takes twice as much time. There are some who don't use cranium in SOD – it's unbelievable, but it's a fact. And instead of chatting/watching movies/playing poker while the opponent is taking their turn, think about your move. As someone said somewhere – to bring Heroes closer to pro discipline, the timer needs to be reduced (by at least 25%, and preferably doubled), and you, on the contrary, are going to increase it. 4000+500 isn't enough for them, strategists...:smile31:
Пусть мой враг будет силен и страшен. Если я поборю его, то не буду чувствовать стыда.