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

5.0 (3 ratings)
In reply to Lider1
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15 years ago
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I was just thinking about the player Catch; there's something familiar about his avatars.
In reply to Wicc
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15 years ago
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Regarding the Eagle Eye skill – is it possible to implement a feature where a hero with this skill, after observing a spell cast by an opponent, automatically adds that spell to their spellbook directly during the battle?
In reply to numOne
15 years ago
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numOne
Regarding Eagle Eye – is it possible to implement a feature where a hero with this skill, after observing a spell from an opponent, immediately adds it to their spellbook during combat?
I've considered this idea, and another one emerged: add functionality so that the Eagle Eye skill allows you to immediately copy all of the opponent's spells into your spellbook upon contact. That is, the opponent attacks you – they have a spell in their spellbook. It's your first turn – and you already have all of their spells in your spellbook. At the basic level – up to level 3, at the advanced level – up to level 4, and so on. Arcomage should also be included. IMHO, that's when the skill would be useful and beneficial for mage heroes.
Or, another functionality could be added: so that the hero with Eagle Eye can see what's in the opponent's spellbook. This would be a good advantage in combat. For example, on the expert difficulty, it could show the opponent's elemental upgrades.
In reply to Samurai
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15 years ago
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Samurai
I thought about this idea, and another one came to mind: to add functionality so that the Eagle Eye skill allows you to immediately copy all of the opponent's spells into your spellbook upon contact. That is, the opponent attacks you – he has an explosion in his spellbook. Your first turn – and you already have all the spells that he had in your spellbook. At the basic level – up to level 3, at the advanced level – up to level 4, and so on. The Artificer should also be left as is. IMHO, that's when the skill will be useful and beneficial for mage heroes.
Or, you could add another functionality: so that the one with Eagle Eye can see what's in the opponent's spellbook. This would be a good advantage in battle. For example, on the expert level, it could show the elemental upgrades as well.

The idea is generally amazing, but it still seems like a too overpowered skill, to be honest. Although, on the one hand, if you don't have a 5th-level Grand Magus, even if you steal an explosion, you still can't use it. But on the other hand, the opponent runs around, collects elementals, gets spellbooks, and then you attack him, and all the magic is yours.
The idea is good, but you need to think about how to make it right so that the skill becomes useful and at the same time not so overpowered
In reply to Wicc
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15 years ago
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A powerful ability that allows you to immediately learn all spells! It's the same as the Orb for Warlock. In Fortress, everyone will know each other's spells, and there will be no need to search for magic, because at a minimum, the spells will be no worse than the opponent's, but then both players will definitely have this mega ability. It's enough to have Wisdom and this powerful ability, plus land for neutral creatures, and everything else will be about combat.

The only way to make this idea work is to allow learning spells if there is a corresponding school of magic, a corresponding level of the school of magic for the spell being learned, and Wisdom. Then we can think about it further.
In reply to Wicc
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15 years ago
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Well, here we go again with the brainstorming :D
I'm talking about one specific spell cast against you in battle. I.e., the opponent casts it, and it immediately gets written into your spell book. By levels, I'd make it: 2/3/4 levels of magic, depending on the skill level.
That would be quite a strategic skill.

And, as an option, you could combine Eagle Eye with Literacy: you could peek and teach another hero 2/3/4 levels of magic.
Attach this to Literacy, and remove Eagle Eye from the game entirely.

Added after 31 minutes
Another idea: make Protection from Elements a universal spell (i.e., protects from all elements) and tie it to Air. At level 3 of the Mage Guild, it would look nice. Again, this would boost Air, especially relevant for fighters, coupled with Haste.
In reply to numOne
15 years ago
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numOne
That is, the opponent hits him, and it immediately gets added to your spellbook. I would structure it by levels: 2/3/4 levels of magic, depending on the skill level.
It turns out to be a strategic skill.

It's too little. Skirmishes aren't frequent enough to level up for such a spell.
In reply to Samurai
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15 years ago
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Samurai
The Eagle Eye skill allowed you to immediately copy all of your opponent's spells into your spellbook upon contact. In other words, if an opponent attacks you, their spells are copied into your spellbook. Your first turn, and you already have all the spells they had. At the basic level, up to level 3, at the advanced level, up to level 4, and so on. IMHO, that's when the skill would be useful, especially for mage heroes.
Or give it another function: so that the one with Eagle Eye can see what's in the opponent's spellbook. A good advantage in battle. For example, on the expert difficulty, it could show the elemental upgrades.
Under the table :).
In reply to Wicc
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15 years ago
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I am ceasing my work on further developing the build tree. You can continue on your own...
In reply to Wicc
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15 years ago
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what’s up with that?
In reply to Lider1
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15 years ago
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Seriously, Vick, what happened?
In reply to Psyche_7
14 years ago
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Please provide a working link to the Tournament version. Is there a version that is not tied to In the Wake of Gods?
In reply to readme
14 years ago
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I am releasing for testing the Heroes III World Tournament update to version 0.42.

Due to Asm's busy schedule, I was not only unable to get him to properly integrate the update but also to find out
his attitude towards this update.
Since most of the work was already done a long time ago, I decided to finish it myself.
Accordingly, the new version number will not be displayed in the game, nor will there be a notification about the update.
I recommend creating a copy of the game folder and installing the update on it.

Update to version 0.42. Installed on version 0.41.

Download link:http://zalil.ru/31932693


Changes compared to version 0.41:

Fixed bugs:

1) Negative troop experience when resetting a starting hero not of level 1

2) The anti-hit-and-run script now only works in battles against an enemy.
The option is always enabled and removed from the list.

3) Bug with empty prisons and Müllich – such prisons are removed from the map.

4) Loss of experience for horses when upgraded at the stables.

5) Loss of war machines for Orrin after a quick battle.

Added new interface features:

1) Warning message when attempting to split a scout from a location if the hero has
troops in the reserve stack.

2) An option on the adventure map "calculate ransom cost" (taking into account the reserve stack).

Shows the base cost, cost considering artifacts and diplomacy,
and cost considering diplomacy only.

3) An option in battle "show amount of gold in treasury".

4) The shackles effect is disabled during battles with monsters.

5) Added h3dm1, h2sm3, hjeb4 to the template list.

Balance changes:

1. Removed the 25% health bonus for monster specialists.

2. Removed classes as a mechanic.

The Warrior, Sage, Governor, Explorer, and Healer classes have been removed entirely,
the functionality of the others has been transferred to individual skills:

2.1) Speedy -> Navigation. The upper limit is considered 2000 movement points.
That is, at Expert level, the hero moves with 2000 base movement points regardless of army composition.

2.2) Terraformer -> Pathfinding. At Basic level - sand, at Advanced - sand and native terrain,
at Expert - any terrain. Cost: 1000 gold and 200 movement points. Does not change adjacent tiles.
Gold is deducted only for the first operation per turn for each hero.
Subsequent operations are free, but movement points are spent the same way.

2.3) Leprechaun -> Luck. Same functionality.

2.4) Marauder -> Leadership. Gives gold equal to 10/20/30% of experience gained in battle.
The Learning bonus is not considered.

2.5) Merchant -> Estates. Mana purchase - 15/30/30% of maximum (not exceeding it) at a rate
of 20 gold per 1 mana point, movement purchase - 200/400/400 at a rate of 2 gold per 1 movement point,
experience purchase - 10/20/20% of current experience at a rate of 2 gold per experience unit.
At Basic and Advanced - 1 trade operation per turn, at Expert - 2 operations (different types).

2.6) Artificer -> Eagle Eye. For Treasures requires level 4 and Basic Eagle Eye, for Minors level 7
and Advanced Eagle Eye, for Majors level 10 and Expert Eagle Eye.

Functionality starts working immediately, not requiring a hero update like with classes.

3. Additional skill functionality:

3.1) Diplomacy.

At Advanced allows ransoming from monsters. At Expert allows ransoming "from the spot".
The reserve stack in both cases must be preserved and paid for.
The ransom cost in both cases should not be affected by having diplomacy artifacts -
they are only for ransoming from the enemy and from computers.

Also, Diplomacy reduces the cost of Merchant, Terraformer (gold only), and Artificer trade operations
by 20/40/60% and increases the maximum purchase volume of the Merchant by 25/50/100%. The upper limit
of mana should not be exceeded in this case.

3.2) Scholar. At Expert, allows either erasing itself or replacing itself with any basic
magic skill of the player's choice - Wisdom, Sorcery, Intelligence, Mysticism, 4 magic schools.

The checkboxes for classes have been removed; instead, a "New Skills" checkbox has been made, which includes everything
listed above (from point 2.1 to 3.2).

3.3) Ballistics. Increases the direct shot range of all shooters by 2/4/unlim,
at Expert ignores castle walls (like Catapult).

3.4) First Aid. At Expert allows buying a tent.

These 2 skills are not included in the "New Skills" checkbox, they are always enabled.

4. Logistics specialists have had their Shadow of Death specialization restored, but with 2.5% per level.

5. The inferno-patch script is included in the standard build, the checkbox has been removed.

The scripts for new Griffon Conservatories and the symmetrizer are included in the standard build with corresponding
checkboxes.

6. The building tree in the Tower has been changed - mages are made a dead-end branch,
after Golems it is allowed to build Genies or Nagas immediately, after Nagas - Giants.

The building and upgrade costs for the Giant dwelling have been reduced from 7500/22500 to 5000/20000.
The upgrade cost for the Naga dwelling has been reduced from 3000 to 2000.

7. Scrolls removed from zaobjts.txt, the script for replacing them is disabled, the checkbox accordingly too.

8. The number of starting Troglodytes for Shakhti has been increased from 15-25 to 20-25.
For other heroes, the number of starting Harpies has been increased from 4-6 to 6-8, and Beholders from 3-4 to 4-5.

Lorelei's skills changed: Scout + Tactics. Ajit's skills: Offense + Archery.

9. The number of starting Skeletons for Galthran has been reduced from 20-30 per stack to 20-25.
For other Necropolis heroes, the number of Zombies has been increased from 5-8 to 7-10,
and Wights from 4-6 to 5-7.

10. The second level of troops is always built, the checkbox for it has been removed.

11. The amount of movement points for heroes arriving at the tavern always corresponds to their armies.
In reply to <Ivor>
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14 years ago
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oh yeah! +100 :smile23:

Added after 31 minutes
the link doesn't seem to be working

Added after 7 minutes
by the way, has the experience gained from computers been removed?
In reply to Wicc
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14 years ago
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Thank you very much!

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