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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.
Все в ней нулево и кукольно.
New here? I'm Roha — want a quick tour?
For those who are not in the know: where is the complete list of differences between the two versions?
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 was advised to use a script to display the route literally an hour before the release of pHOMM, so I implemented it.
Is kostya76 your nickname on the forum?
Could you send me the script fixes via ICQ or somewhere else?
» 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.
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?
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.
I'm just curious – is it even possible to do? With reasonable labor costs.
I don't need him to evaluate the hand; I need him to do what I wrote.
Help. Has anyone upgraded their monitor from 14'' to 17''?
Can you hire more than 8 heroes in VIB?
Added 5 minutes later
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.
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?
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).
You shouldn't take it personally, but your idea is complete nonsense. It needs to be completely rewritten.
I'm just wondering - is it possible to do this? At a reasonable cost of labor.