Skip to content

Posts from - A reference guide and manual in Russian for Heroes 3.

5.0 (1 rating)
User Avatar
#1
Auto-translated
Greetings to all fans of the Heroes of Might & Magic III universe!

I would like to invite you to participate in a project dedicated to creating a reference guide for HoMM III.

The topic itself is not new. There are many individual resources dedicated to describing the physics of the Heroes world, but despite all efforts, it is extremely difficult to find an information source that can be unequivocally classified as a reference guide.

This work does not claim to be original and is the result of compiling various official (Player's Manual) and unofficial (forums and websites) sources dedicated to describing the internal world of the game.

The file in Excel and PDF formats can be found at the following link:
http://vk.com/fizmig

At the moment, the work on the project is not yet fully completed, if it is even possible to complete it... :) Therefore, I would be grateful if anyone would like to participate in it and share their opinions, knowledge, and advice. An updated version of the document will be posted at the specified address for all those who wish. A link to the author will definitely be included. :)

Not all the information provided in this reference guide can be considered official, because it contains observations and assessments of players who wished to share their opinions about the features of the game. But, nevertheless, in general, it достаточно realistically reflects the physics of the Heroes world and will undoubtedly be useful to any beginner.

Given the above, any comments, clarifications, and explanations are welcome. Any suggestions regarding a more optimal form of presenting the information provided will also be valuable.

Sincerely,
AmberSoler
In reply to dnaop-wr
User Avatar
#567
Auto-translated
dnaop-wr
By the way, I wanted to thank you for the attached videos – there are many interesting moments (although I don't really use them).
Thank you! Visit the online section more often. There's a lot of interesting stuff there. The Chinese have uploaded so many videos :)
User Avatar
#568
Auto-translated
I don't have enough time for everything, unfortunately. Right now, I'm focusing more on the fourth game; if you've seen it, I posted a small guide there.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
In reply to dnaop-wr
User Avatar
#569
Auto-translated
dnaop-wr
I'll see how it goes; I don't have enough time for everything. I'm currently focusing more on the fourth game; if you've seen it, I posted a small guide there.
I saw it. I even found a mistake :)
It says 250-500 instead of 250-499 or something like that. I might be wrong.

But overall, good job. I occasionally feel like playing in a tournament for the fourth game, but there aren't any :)
User Avatar
#570
Auto-translated
I was doing this for myself, so I might not have paid much attention to it. Go to /topic/8526/ – there’s information about the tournament between portals.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
In reply to dnaop-wr
User Avatar
#571
Auto-translated
I even unsubscribed from this thread. But online tournaments are too complicated. Offline tournaments would be more manageable.
In reply to pHOMM
User Avatar
#572
Auto-translated
pHOMM
Actually, there is such a glitch, but the reason is different. The laws of logistics still apply. The trick is that, under certain circumstances, the hero's move reserve (initial moves) is not updated. It should be updated whenever the hero's creatures are rearranged, but sometimes it doesn't. I know for sure that scripts for transferring creatures using Alt+Click (or dismissing them from the main game screen using Alt+Shift+Click) do not update the initial moves. This might also be the case in HD.
The point is this:
We were on a swamp, for example, with a speed of 9. We received a Gnoll (via a transfer script), and the initial moves were not updated, so the calculation of how far the hero will move on the next turn is based on the swamp. Naturally, this is not correct. To always be sure about the range, go to the hero and simply rearrange any stack. Exit, and you will see the correct range. By the way, you can observe this in HD - there is a record of the move/initial moves - use this to see if the initial moves have been updated or not.
I found a save - ND mod - rechecked - it seems to be exactly this situation (now, and in other cases). The point is this. When exchanging armies, they are often rearranged. So, if you don't change the units' positions, but only add them, everything is fine, you can even split them into single units. But if you swap different units before the hero's turn begins, a recalculation will occur (taking into account the unit's speed and the terrain penalty). Therefore, to avoid this, the army should be regrouped after the movement has begun, and not before, and even better - before the battle (or at the end of the turn) - the recalculation seems to occur at the end of the turn and is not very noticeable. However, in my case, I noticed the following. If the hero spent the night on a swamp with a Fly in slot 7 and an Imp in slot 1, there was no penalty in the morning, but if it was the other way around, or if I made a rearrangement, there was a penalty (the turn was reduced). At the same time, for another hero with 7 creature slots, 3 races on a swamp, regardless of the rearrangements, both before and after spending the night, the turn did not change (it was minimal).
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
In reply to dnaop-wr
User Avatar
#573
Auto-translated
dnaop-wr
However, in my case, I noticed the following. If a hero spent the night in a swamp with a fly in slot 7 and a neutral creature in slot 1, there was no penalty in the morning. But if it was the other way around, or if the positions were swapped, there was a penalty (the number of moves was reduced). At the same time, another hero with 7 monster slots, all of different races, in the swamp, had the same number of moves regardless of the order, both before and after spending the night (it was minimal).
The "stranger" can only be a neutral unit (not belonging to any of the factions) - this is a standard trick. The neutral unit is placed to the left of all the "native" units for that terrain, and in this case, the terrain penalty does not apply to it. Any other arrangement, and the penalty is applied. Spending the night is not relevant here. You can simply conduct an experiment during the day - while moving, for example, across a swamp, swap the positions of the fly and the azure dragon - the remaining number of moves will change. This effect also works for AI heroes.
Сначала было слово...
FizMiG v.2.0 *** Очередное обновление справочника! *** http://vk.com/fizmig

User Avatar
#574
Auto-translated
dnaop-wr explains things so unclearly that everyone ends up thinking about something different :D
User Avatar
#575
Auto-translated
Thank you all, I have already tested all the situations and thoroughly analyzed them. The manual is correct in this case; the issue arose specifically due to the neutral faction, while in other scenarios, long chains of territories contain sections of enemy land, which are not always noticeable, and these sections immediately incur a penalty, resulting in a lost turn.
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
#576
Auto-translated
Message from pHOMM
The funny thing is this:
We were on a fly, speed 9. We received a troll (via teleport), but the initial movement wasn't updated, and the calculation of how far the hero will move on the next turn is based on the fly. Naturally, this isn't correct. To always be absolutely sure about the remaining movement points, you need to check the hero's stats.
I don't understand... So, when adding a slow unit, the remaining movement points for all 3+ subsequent turns MUST be recalculated? (I checked - yes)I just found out!! This definitely needs to be added to the manual!
648050691
In reply to zoog
User Avatar
#577
Auto-translated
Tootsie Pie
I don't understand... does this mean that when a slow unit is added, the remaining movement points should be recalculated for all 3+ subsequent days? (I checked - yes) I just found out! This definitely needs to be added to the manual!
I think it should be obvious.
#578
Auto-translated
That's how I remember it... and the fact that the reserve is recalculated is very convenient, but not at all obvious. By the way, in one video, Pit for LM also clearly didn't take the recalculation into account.
648050691
In reply to zoog
User Avatar
#579
Auto-translated
Tootsie Pie
That's how I remember it... and the fact that the stock is recalculated is very convenient, but not at all obvious. By the way, in one video, Pit for LM clearly didn't take the recalculation into account.
To account for this recalculation, it's enough to simply enter the hero when new monsters appear. I already do this automatically. I check the chain, quickly enter the hero/exit, and check the chain again.
User Avatar
#580
Auto-translated
papal move
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
User Avatar
#581
Auto-translated
Here's the question: at different difficulty levels, the AI's strength is defined as 50 / 75 / 100 / 100 / 100%, but the number of units doesn't change. How does the AI's strength become higher (or rather, lower)? Does it become "dumber" as the game progresses? In Heroes of Might and Magic IV, this is directly related to the number of units, but how does it work here? Or is there some setting in the map editor (changing the number of units depending on the difficulty level, etc.)?
Техника в руках индейца мертва.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html