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Posts from HoMM3 HD is a mod (add-on) for the game Heroes of Might and Magic 3.Auto-translated
Why is there a need to choose the type of roads in multiplayer? Is it necessary? How often do you choose slow/medium roads? Maybe all that’s needed is an option for ‘paved (fast) roads’?
The choice is needed. There are templates where they play on medium (HL+U), there’s Jebus where fast roads are standard, and on the rest, the roads are random.
It seems that the optimal solution would be to have 2 options: medium-length roads and fast roads. If both options are disabled, then random roads should be generated.
Награда: Лучшему игроку сезона Осень 2009 за замок Конфлюкс
I had an idea that it would be nice to randomize the roads (say, among the enabled ones). If fast and very fast roads are enabled, the randomization would be among those. There's a feeling that specifying the road type precisely on HL+U isn't quite right; it would be better to choose randomly among fast and very fast roads. And for CM, let's say, randomize among the three options.
When choosing roads, functionality is more important. Muddy roads (the slowest) are rarely chosen intentionally, and some XL templates allow restarting (generating a new map) because of them. Fast and medium roads are more popular. As an option, you could implement these settings (or choices): - no slow roads (i.e., only fast or medium roads will be generated); - original; - medium; - fast.
Even though few people play with slow roads, completely removing them isn't a good idea, IMO. Therefore, it's better to leave it as it was, or offer a choice between them or a random option.
A choice is needed. There are templates where players use medium-speed units (HL+U), there's Jebus, where fast standard units are used, and on the others, random expensive units are used.
+1. Also, for example, when playing Necropolis, slow-speed units are often more advantageous, especially against Castle, which has a fast early game. This is also an element of gameplay.
In my opinion, the best way to implement the checkboxes would be to allow users to select either one type of road or two or more simultaneously. (In this case, the random option would not be necessary).
Although I myself am a fan of fast roads (on Hl+u and Jebus Cross) — but imho all roads are needed) Since SMKa is quite playable on slow ones as well) And in general, all L templates play fine on slow roads!
When choosing paths, functionality is more important. Muddy roads (the slowest) are rarely chosen intentionally, and on some XL templates, restarting (generating a new map) is allowed because of them. However, fast and medium roads are used. As an option, you could create such options (or a choice): - without slow roads (i.e., only fast or medium roads will be generated); - original; - medium; - fast.
Out of nowhere, I encountered this problem: When launching the game with HDmod, the heroes start lagging, but if I launch it without HDmod in standard resolution, everything works fine. This never happened before.
Does anyone know what the problem is?
A very useful feature has appeared in the game – by pressing Alt + left mouse button, the distance in movement points from the hero to a specified point is displayed, along with the remaining movement points at the end of the route. This significantly saves time for those who count squares and eliminates errors for those who rely on visual estimation. It would be great to add something similar to the mod.
Награда: Лучшему игроку сезона Осень 2009 за замок Конфлюкс
In my opinion, it would be best to implement checkboxes so that you can select either one type of road or two or more simultaneously. (in this case, the random option would not be needed)
yes, it would be better to have three checkboxes. if you check all of them - it will be random. if you don't check any - it will also be random.
A very useful feature has appeared in Warlords - by holding Alt and left-clicking, it shows the distance in movement points from the hero to a specified point and the remaining movement points at the end of the route. This significantly saves time for those who count squares and eliminates errors for those who rely on visual estimation. It would be good to add something similar to the mod.
I'm all for it! I already suggested this option, but for some reason, it didn't generate any interest. Although, it would be a really convenient feature. I haven't checked in Warlords, but it seems like this key combination would be very useful: while holding down a key, press the left mouse button - the number of movement points used is displayed, then, without releasing the held key, click with the right mouse button in any point on the field, and the number of movement points spent to reach the second point along the path through the first point is displayed. (if you need to go, for example, slightly up and to the left behind a chest, and then go to the right somewhere behind another chest).
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...