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Posts from HoMM3 HD is a mod (add-on) for the game Heroes of Might and Magic 3. Auto-translated

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In reply to baratorch
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#956
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baratorch
Unfortunately, that's not the case.
But here's how it is (the first post on the page, actually):

This will be in beta 11. But even in previous betas, you couldn't play with the fixed camp against the uncorrected one.
Thank you, I missed that.
In reply to Mizrael
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#957
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Mizrael
If the Mod becomes the sole primary and officially approved way to play

For me, it became that a long time ago, but what does "sole primary and officially approved" mean to you?
Mizrael

that's when you can just ignore it and do whatever you want :)

Which is exactly what I'm doing :D And no matter what assertions there were, whether official or not, they won't change my desire to play the HD mod instead of SoD. Even if there are a thousand of them.
Mizrael

Until then, the Mod is an authorized addition to the game, nothing more; and the issue of not being able to see another player's castles is precisely a problem for whoever has the mod running.

I absolutely agree with you there! This is currently a problem with the mod, which will soon be gone, thank God.

And only the problems of the stubborn "pure true SoD-ers" will remain, whom I couldn't care less about.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
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#959
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I don't know what you're talking about, or what you've been smoking, but I know for sure that no matter how many 300,000,000 rules you write, I'll still play with a mod. And all reasonable people will too. In general, this conversation is pointless. And manually dividing a single unit on your turn and manually transferring armies from hero to hero in a chain is simply disrespectful to the opponent. It wastes not only your own time but also the opponent's time. Considering that Heroes is not a fast-paced game, and the main problem with the game is the insane amount of time it takes – 8-12+ hours. And now you want to manually transfer everything. And what's the problem? You want to play Sod vs Sod. Create a league of TRUE SOD PLAYERS where it will only be Sod 3.2. Come up with rules and play. Exchanging between hero armies faster than 3 seconds – auto-loss, etc. And Baratorch will release a new version, and that's it. If you want to play with us (against the advantage, you know, of those who use a mod), or if you don't, that's up to you.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
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#960
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Leader, honestly explain to me what makes the HD mod better than SOD? I recently tried playing on it... I guess I'm getting old, I'm used to something else, and because of habit - after exchanging troops, for example, the cursor switches to the other hero, and I often run away with the main hero to another area instead of attacking the enemy who gave the troops. Since everything is based on reflexes, there's no time to evaluate. Because of this, I stopped playing through HD. As I see it, there are two advantages to HD: setting up roads (but I don't care about that) and splitting units (which is also not critical). Transferring troops, artifacts, etc., is easier in SOD.
Дипломатия - искусство говорить собаке "хорошая собачка" до тех пор пока не найдешь подходящую палку.
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#961
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I understand everything.

Then, "let's say goodbye" :D

Being "special" and "different from everyone else" is probably fashionable these days, right?:smile40:

or at least trying to be

Added 2 minutes later
Captain
honestly explain to me why HD Mod is better than SOD?

I've already explained it, and it's obvious anyway. I won't write anything more in detail so as not to offend anyone.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Lider1
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#962
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Lider1

I've already explained, and besides, it's obvious. I won't write anything more detailed so as not to offend anyone.
Please provide a link to your explanations.

Counting moves down to the second? - yes, that's cool :)))
I saw it for the first time at the championship in Kyiv when Vik did it - I almost went crazy - it takes so long - I now understand why everyone wants to play in 6-8-10 minutes. And no one knows how to play in 1-2 minutes.
This is real disrespect for the opponent - to prolong the game with meticulous calculations of every single move.

HD is positioned as a game accelerator, but in reality, after its release, we increase the turn time to 10 minutes in tournaments (and at one time, everyone played for 4 minutes, and it was like that for a long time).
Дипломатия - искусство говорить собаке "хорошая собачка" до тех пор пока не найдешь подходящую палку.
#963
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Captain, I hope that after you try the future 3.0 beta 11, or later versions, you will change your mind.

Well, and if you don't like the display of movement points, the inability to peek, password-protected saves, the inability to sell artifacts at an inflated price, hiring not only pikemen in camps, protection against map glitches (the appearance of split heroes, gray cities, heroes controlled by multiple players), a quick start with the desired RMG configuration, road customization,
then you can always disable the Tournament module and play your favorite
SoD, but with an expanded interface (which will be more convenient than SoD with Lightbringer in any case).

***

Yesterday, I fixed the original desynchronization and glitches when starting a new game between the host and the other players, and for this, it will be enough for the host to have HD. Now, you won't have to wait for the second player to join the host, but you can immediately make the necessary settings. Together with the template selection, memorable last RMG settings, and alliance customization, this will make the game start faster, more convenient, and more enjoyable.
HoMM 3 HD:

последняя версия - 5.0 RC96 (19.09.2020)

последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8

полное подробное описание
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#964
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Is it possible to implement the generation of mirrored map templates in the map editor? I would really like that.
ICQ: 494048169
Не любят многие порнуху, а я... А я люблю порнуху! © А.С. Пушкин
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In reply to Ihtiandr
#965
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Ihtiandr
Is it possible to implement the generation of mirrored map templates in the SoD editor? I would really like that.

And at the same time, implement the TE-style gameplay in the mod.
In reply to Captain
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#966
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Captain
explain to me what makes HD Mod better than SoD?
I recently tried playing on it... maybe I'm getting old, I'm used to something different...
I didn't even uninstall AB because of habit, but I play in ND. Essentially, it's the same as SoD, but... a little more comfortable. And it's all these little things combined that provide significant comfort in the game. And you get used to the good quickly - as soon as you figure it out. I think the game slows down not because of the long calculation of turns - it would be even slower in manual mode without numbers - but because of the change in views on strategy and tactics in the game.
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 baratorch
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#967
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baratorch
I'm currently finalizing beta 11.
5. Improved password-protected saves have been added. (The only drawback I can see is the inability to load a password-protected save in a "hot seat" mode, meaning that in a disputed situation, the judge will need to launch a multiplayer game between two instances of Heroes).
10. The in-game option for 'daily saves' is disabled by default. If daily saves are needed, the option must be enabled each time before starting.
And after the game ends, will it be possible to view the daily saves? Will they be unencrypted, or how will this work? - I'm interested in the anti-cheat system for delayed matches.

And also, is it possible to do something about one-way teleporters in the ND mode (so that they work as two-way teleporters)? And to implement a guild of mages restructuring? - this is very critical when using the ND mode for HL+U templates.
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#968
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As far as I understand, the goal of the HD mod is to make changes exclusively to the interface and fix bugs. I think that touching on such things would ruin the whole idea of the project. There are WTs for that.
ICQ: 494048169
Не любят многие порнуху, а я... А я люблю порнуху! © А.С. Пушкин
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In reply to Marmot
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#969
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Marmot
Yes, I played Heroes 4! So I understand. Are we talking about showing the hero's path to a specific cell not as in Heroes 3 - safe, but sometimes too long (going around), but as the shortest path, which may pass by/through neutral creatures, and you might have to fight them? And this path is then shown in yellow? Well, then it can sometimes be useful, but I'm already used to the "Heroes 3" version.
No. It refers to highlighting the turn of neutral creatures in BATTLE.

Regarding the changes to the Grand Map, experience, etc., let's leave that for the next version...
#970
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I still haven't had a chance to thoroughly test the third version online. Today, while playing, a critical error occurred during troop transfer. Nevertheless, the stability and functionality of the previous version give me hope that the game won't crash.
We still need to eliminate the remaining game bugs. Several save files were recently posted here (a crash occurs during the AI's turn: a hero duplication and a castle turning gray for the AI). And here's a very recent one, with everything happening in the same game (there might be a connection between the bugs).
Hero duplication: a red Cuthbert in the Dungeon (the real one) and on the grass near a clue (the duplicate). It seems that a purple AI also has a Cuthbert in the tavern, so we can track the source of the bug;

After the blue player (human) kills Cuthbert, he remains on the map, but invisible, as an enemy (purple), and immortal (after being killed, the invisible hero doesn't disappear; if I can put it that way :smile07: ) in the same place near the clue on the grass (only the raised sword icon indicates his location);

Thorosar has a newly acquired skill that should be Advanced Air Magic (as seen in the hero window), but the skill icon displayed is Basic Wisdom, and the skill name is Basic First Aid in yellow font (I suspect that the host-opponent has mixed resources from different versions), and clicking on the skill causes the game to crash with an error message;

And, of course, there's the infamous addition of extra units (sometimes you might not even notice it), and once, an entire stack of gargoyles disappeared from me during a troop exchange in a city.
I wanted to list the current (unresolved) problems and requests in the first post, but it can't be edited due to its age (there's a 44640-minute limit).
Lider1, the first sentence of the topic says enough.
Captain...
I recently tried playing it... I guess I'm getting old, I'm used to doing things differently, and because of that habit, after a troop exchange, for example, the cursor moves to another hero, and I often run away with my main hero to another area instead of staying with the hero who transferred the troops.
You stubbornly refuse to get out of your tank. The first post of the topic has a recommendation for your case in bold.

And a few first impressions of the latest version.
++ - template selection in the game;
+ - alliance settings;
+ - path selection;
+ - selection of timer activation and display mode.

But all options should be provided with a context menu (info on the message panel) and/or a help file. The list of templates can be organized (grouped) to quickly find the desired one. Password-protected saves don't make sense without a password-protected map.
The F5 menu overlaps the timer. The timer can be moved to the upper right corner. And there's a lot more... both in terms of requests and current improvements.
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