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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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#672
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The intelligent transfer mechanism is not bad, but it doesn't take into account the realities – after all, different situations can occur. As a result, you're left with a Silver Pegasus when you need a Centaur to remain. Or a Wolf Rider (gray) remains instead of a Hobgoblin. You have to adjust everything. A new mechanism with a click on the desired unit would be more practical.
That's why I thought that with this new feature, the usefulness of the general transfer buttons becomes minimal, so I suggested considering changing or improving their functionality. Perhaps the size and clarity of the icons on the general transfer buttons, as well as the fact that you don't need to touch the keyboard, will remain some advantage, but compared to directly selecting a single unit, it's all insignificant.
I dumped the whole pile, and then changed it if necessary; it will be easier for me than planning the transfer, taking into account a complex algorithm.
The point of the complex algorithm is precisely to avoid having to worry.
However, there is a dangerous moment here – to over-automate and partially take away the player's need to think.
For example, here's an idea: when leaving a single unit, the algorithm will take into account the terrain on which the hero is standing.

In general, in connection with all of the above, I even had the idea to make it so that the weakest creature is left (that is, to simplify and make the algorithm more "stupid").

Full/partial exchange of artifacts, doll/backpack – yes, that should be done...
HoMM 3 HD:

последняя версия - 5.0 RC96 (19.09.2020)

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

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#673
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baratorch
Actually, all of the above made me think about implementing an option to leave the weakest creature behind (i.e., simplify the algorithm and make it less intelligent).
I think that's a good idea. It would be easier to know what will be left and be prepared to make changes. Although, I'm quite happy with what we have today. Replacing one unit with another is not difficult.
#674
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An intelligent mechanism for leaving a single unit behind will still not correspond to reality. Today I might need a centaur, tomorrow a pegasus, and the day after that something else, and the decision will be based not on the terrain or speed, but on an assessment of the current situation (for example, a dwarf that can resist, or a skeleton with Death Wave).
#675
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actually, I came up with a useful feature for the general transfer buttons: select a stack with a click, click the button - a single unit remains in the selected stack, and the rest of the army is transferred. this is a keyboard-free transfer method with the option to select a single unit. I, as a non-competitive player, like this. And I will definitely remove the "intelligence" of leaving a single unit - I'll make it leave the weakest unit without selecting anything.
HoMM 3 HD:

последняя версия - 5.0 RC96 (19.09.2020)

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

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#676
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baratorch
actually, I came up with a useful feature for the general transfer buttons:
you select a stack with a click, click the button - a single unit remains in the selected stack, and the rest of the army is transferred.
this is a keyboard-free transfer method with the option to select a single unit.
I, as a non-competitive player, like this.
And I'll definitely remove the "intelligence" of leaving a single unit – I'll make it so that the weakest unit is left without any selection.
How will this method look if heroes with 14 different stacks clash? And I also have a request to create a description in some document about all the functional keys in the game for the mod. Like, the "E" key - skip turn, etc. I'm asking not because I need to know, but because most people downloading the HD mod are new to the game and don't know all the keys.
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
#677
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baratorch
actually, I've come up with some useful functionality for the general transfer buttons:
select a stack with a click, click the button - one unit remains in the selected stack, and the rest of the army is transferred.
this is a keyboard-free method of transferring while choosing to leave one unit.
as a non-competitive player, I like it this way.
And then I'll definitely remove the "intelligent" leaving of one unit - I'll make it so the weakest remains without needing selection.

Well, it seems this is indeed the optimal option.

A question has arisen.
Is it possible to convert one-way teleports into two-way ones after map generation?
If yes, I would really like that—optionally, of course, otherwise the original gameplay adepts will swarm in :) Right now I sometimes play WT not because I dislike SoD, but because of the one-ways; they often result in unplayable generations in SoD.
Награда: Лучшему игроку сезона Осень 2009 за замок Конфлюкс
#679
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“Heroes of War and Money.”
Oh, my god. Genassiy, is it hard to post a link without ?rid=476829?
R55Max
And there’s also a request to create a description in some document for the mod about all the functional keys in the game. Like, the “E” key – skip turn, etc. I’m not asking because I need to know, but because most people downloading the HD mod are new to the game and don’t know all the keys.
Um...

Don’t you think that over 9,000 people could write a manual, i.e., a simple text? Maybe I should focus on designing, programming, and creating the HD version (I don’t even have enough time for that!)?
The description on my website is already outdated, and the English version is a year old. Thanks to Alexander Sverchkov, who translated the changelog into English until March. If anyone wants to help with the manual or description, I would be very happy and grateful. And I think not only I would.
I can give those who want to help direct access to edit the descriptive pages of the website. Write to me in a private message/email.
R55Max
What would this method look like if heroes with 14 different stacks collide?
And what does the original method look like with highlighting and moving stacks with clicks when heroes with 14 different stacks collide?

Added 11 minutes ago
A question arose.
Is it possible to convert one-way teleporters into two-way teleporters after the map is generated?
If so, I would really like it to be optional, of course, because otherwise, the fans of the original gameplay will complain. I sometimes play with one-way teleporters not because I don’t like SOD, but because of the one-way teleporters; with them, SOD often produces unplayable generations.
Why not? It’s easy.
But I don’t have time for it right now.
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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#680
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R55Max
How will this method work if heroes with 14 different stacks clash? Also, I would like to request that a document be created to describe all the functional keys in the game for the mod. For example, key "E" - skip turn, etc. I'm not asking because I need to know, but because most people downloading the HD mod are new to the game and don't know all the keys.
There is an entire article about hotkeys in the FizMiG section.
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#681
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How does the original method, which involves selecting and moving stacks with clicks, work when heroes encounter 14 different stacks?

Clicking on a stack selects it, and then pressing a specific key leaves 1 unit in its place. Will this be the case in the proposed version?
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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#682
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I can't install the HD mod on Heroes 7. I tried versions 2.95 and 2.98, but in any case, the game crashes when I launch it. What should I do?
Не бійся коли ти один, бійся коли ти нуль.

484800548

In reply to Сатир
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#683
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Satyr
I can't install the HD mod on Heroes 7. I tried versions 2.95 and 2.98 - in any case, the game crashes when I launch it. What should I do?

Uninstall Heroes 7, install Windows XP, and play )))
Война фигня! Главное - маневры!!
А так играют Мастера! :smile13:
In reply to Tolikandro
#684
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I had the same problem... I have Heroes of Might and Magic VII. In the end, I didn't unpack it; instead, I manually moved all four mod files into the game's data folder, and it worked perfectly.
Watch out!:smile29:
In reply to Сатир
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#685
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Satyr
I can't install the HD mod on Heroes 7. I tried versions 2.95 and 2.98 - in any case, the game crashes when I launch it. What should I do?

It's unlikely to be a problem with the mod. Heroes wasn't designed to run on Windows 7. (It wasn't even designed for Windows XP...) You should try running it through a Windows XP virtual machine.

P.S. By the way, a question for baratorch: is there a way to use a mod to enable Heroes to run on Windows 7? Heroes will still be popular for a long time, but Windows XP is essentially dead...
In reply to Snooppy
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#686
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Snooppy
It's unlikely to be a mod issue. Heroes of Might and Magic wasn't designed to run on Windows 7. (It wasn't even designed for Windows XP...) You should try running it through a Windows XP virtual machine.

This is a mod issue because a clean installation of Heroes of Might and Magic works fine. And setting up a virtual machine is not a viable option, of course.
Не бійся коли ти один, бійся коли ти нуль.

484800548

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#687
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Satyr
Pure heroes work normally.

Interesting... I'm hearing this for the first time, that Heroes runs on version 7 :smile07: .... There are complaints everywhere... Well, in that case, I apologize...