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

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In reply to Dirty_Player
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For those who are not aware: where is the complete list of differences between the two versions?
Земля нуля.
Все в ней нулево и кукольно.
In reply to Oelm
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"Oelm"
For those who are not in the know: where is the complete list of differences between the two versions?

It's in the same place as always: on the heroeswt.net website and in the readme file after installation.
"asm"
I took the least controversial changes for version 0.5, because the CIS-2012 tournament will be held on this version.
By the way, Mee is actively preparing for this event: he has almost found sponsors, and thanks to his constant urging, I finished the version.
I also want to implement the other changes, but more gradually.

I don't see any logic, to be honest. And it's already been half a year since these changes were discussed.
I was advised to use a script to display the route literally an hour before the release of pHOMM, so I implemented it.

That's what I figured. It's just funny: I just uploaded it, and a couple of days later I see the script in the list of changes. I spent about 4 days in the debugger to find this table.
Is kostya76 your nickname on the forum?

Yes.
Could you send me the script fixes via ICQ or somewhere else?

I can't make it work with the darkening effect so that it works on the other side. I'll make it so that at least the error doesn't pop up, or I can just remove it for now. This code in script 04 is at the beginning; there are comments there.
And removing Mullich: in script 04, in line !!UNy4=144:Ov488/v489/v490, add & to the condition.
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I tested the new release. I liked the distance calculation. The changes in general are interesting and useful, although I was disappointed by the inexplicably reduced Inferno and Tower patches, and Vic's ideas about class transfers were also good, as were his ideas about specialists. Therefore, the previous beta 0.42 looks better to me. And I respect the developers for their initiative and the work they have done.
В дикім полі
In reply to bRitvo4kA
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to Ivor
A message about a bug appeared on the VT forum.
pavkur
» Yesterday, 21:52
Played a couple of games. Noticed that 1x1 squares of underground territory appear on the surface. At the same time, the Hero's horse gets stuck, as when visiting objects on the adventure map. This square appeared twice when exiting the underground to the surface. As a result, it is impossible to directly traverse the path vertically.
Do you know what is causing the bug? It seems to be related to the fix for the type of terrain in the underground. Maybe it should be removed for now, since it is glitching?
In reply to asm
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"asm"
Don't know what's causing the error? It seems to be related to the fix for the terrain type in the Dungeon. Maybe remove it for now, since it's glitching?

It's obviously due to the Inferno patch. The thing is, it's been used for a long time, and such bugs would have been noticed.

Perhaps he has the game installed with the Inferno patch on top of an older version. By the way, it's better to remove script90 with the installer, since the patch is now in a different script. Although, it might not be the issue.

I wrote to pavkur on the VT forum, let's see what happens there.
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A question for the Heroes of Might and Magic/Might and Magic experts:
Initially, HoMM3.5 was positioned as an improvement in script management (or something like that... I'm a newbie at this). There is a persistent need for a script or something similar that, after generating a map, would do the following: build the starting Castle completely, but without upgrades or the Grail; give the starting hero one hundred Archangels and an infinite supply of movement points – but not allow them to leave the starting area; on turn 121, buy everything possible, transfer it to the main hero, and calculate army_value * hero_parameters; repeat the same for player 2, and if there is a difference of more than 2 times, regenerate the map.
The purpose of this is clear; those who want to discuss the moral and ethical aspects of TS, please send me a private message) [off]I don't understand the point of playing when, after several hours spent, it turns out that one player has 5 level 7 strongholds, while the other has 2 level 1[/off]
I am only interested in whether this is possible? With reasonable effort.
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In reply to zoog
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Tootsie Pie
A question for the Heroes of Might and Magic/Might and Magic experts:
Initially, Heroes of Might and Magic III: The Shadow of Death was positioned as an improvement in script management (or something like that... I'm not an expert in this). There is a persistent need for a script or something that, after generating a map, would do the following: build the starting Castle completely, but without upgrades or the Grail; give the starting hero a hundred Archangels and an infinite supply of movement points, but not allow them to leave the starting area; on day 121, buy everything possible, transfer it to the main hero, and calculate the army value * hero parameters; repeat the same for the second player, and if the difference is more than 2 times, regenerate the map.
The purpose of this is clear; those who want to discuss the moral and ethical aspects of this, please send me a private message) [off]I don't understand the point of the game when, after a few hours, it turns out that one player has 5 level 7 dwellings, and the other has 2 level 1 dwellings[/off]
I'm just interested in whether this is possible, with reasonable effort.

Play Mirror mode:cool: there you can even start with the same hero... the only difference will be in the heroes in the tavern and their levels;)
"РЫЦАРЬ АПОКАЛИПСИСА"

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There is no reflection in the Sod... and happiness is not found in absolute equality.
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In reply to zoog
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Tootsie Pie
I'm just curious – is it even possible to do? With reasonable labor costs.
No script can assess the map. If you want to play a balanced map, you need to ask a third party to create it.
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I don't need him to evaluate the distribution; I need him to do what I wrote.
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In reply to zoog
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Tootsie Pie
I don't need him to evaluate the hand; I need him to do what I wrote.
Well, if that's how it is, then...
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Help. Has anyone upgraded their monitor from 14'' to 17''?
And in Heroes of Might and Magic, can you hire more than 8 heroes?

Added 5 minutes later
PReDS, I won't upload anything if you're worried about that. I'm just curious - is it even possible? And how much work is involved.
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In reply to zoog
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Tootsie Pie
Can you hire more than 8 heroes in VIB?

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PReDS, I won't burden anyone if that's what you're worried about. I'm just curious – is it even possible? And how much effort would it take.
I know at least 2 people who mastered ERM to a good level in six months – so, by putting in some effort, you'll find the answer to your question by summer and won't have to rely on someone else's opinion.
And in general: the reason why the Inferno patch is called that, and not Necro-Inferno patch, is because Vic couldn't come up with a reasonable algorithm to determine the boundaries of the Necropolis respawn area in the dungeon (at least at the time of our conversation on this topic).
In reply to zoog
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Tootsie Pie
PReDS, I won't force anyone to do anything if you're worried about that. I'm just curious – is it even possible? And how much work would it involve?
Don't take it personally, but your idea is complete nonsense. It would require a complete rewrite of the AI.
In reply to Dirty_Player
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"PReDS"
Actually, the reason why the Inferno patch is called that, and not the Necro-Inferno patch, is because Vic couldn't come up with a reasonable algorithm to determine the boundaries of the Necro spawn in the underground (at least at the time of our conversation on this topic).

Dima, did you even understand what you wrote? :)
The Inferno patch is called that because it includes several changes related to playing as this Castle: territory bonus in the underground, hero skills, Magog's shot, and the prices of some upgrades.
And the script for the territory bonus, which is part of the patch, works equally well for lava or any other territory.
What does Necro land have to do with it?
But the idea that it is impossible to determine the belonging of an object or a map cell to a specific spawn is absolutely correct.
"Dirty_Player"
You shouldn't take it personally, but your idea is complete nonsense. It needs to be completely rewritten.

Well, then it's not AI, but a random map generator.
Actually, it's not that much nonsense - there is a rational core to it.
Firstly, it is necessary to make the generator add information about the belonging of cells or objects to a specific spawn to the map.
Then, starting spawns, and any other spawns, can be balanced in some way using scripts. But not by simulating hero leveling, but simply by recalculating and replacing objects.
Of course, the balance is determined not only by the total value of the spawn objects, but also by their location. But it is quite possible to make a rough balance so that there are no scenarios with several cons for one player and their absence for another.
"Tootsie Pie"
I'm just wondering - is it possible to do this? At a reasonable cost of labor.

Everyone has different ideas about what is reasonable.
If you force the generator to add information about spawns to the map format, then it will be easier to proceed from there :)
In principle, this is quite possible.

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