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

4.7 (6 ratings)
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13 years ago
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Special thanks for choosing the in-game road template, and the timer in the upper left corner should help avoid making wrong decisions under time pressure.
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13 years ago
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I would like to have the following:
1. A complete list of changes from 2.98 to 3.1 (There are many of them, and I personally can't manage to find them all).
2. Discuss the changes.
3. Then we can think about switching to the new version.
In reply to Sevensan
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13 years ago
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Sevensan
I would like to suggest the following:
1. A complete list of changes from 2.98 to 3.1 (There are many of them, and I personally can't manage to find them all)
2. Discuss the changes
3. Then we can think about switching to the new version.
I support this.

To baratorch:
I carefully reviewed all the changes, and the following questions and suggestions remain:


1.
The middle mouse button (F5 key) opens a quick menu with the following options: market, thieves' guild, quick battle, dimension door borders, view your turn.
Why was it necessary to add the market and thieves' guild to the quick menu if they are already assigned to the hotkeys "V" and "G"?

2.
[Alt]+click on a hero/castle in the adventure window moves them to the very top of the list.
and
The [Space] key not only switches the visiting hero with the garrison hero but also moves one hero up or down.

Wouldn't it be better to send the garrison hero to the visiting slot? (Because usually, in the mid and late stages of the game, heroes move between castles, passing armies along the chain, and when they leave, they will replace the hero they are used to at the top, and the sequence of heroes in the window will constantly change).
In this way, the entire list of heroes will be more or less constant, and you won't have to press Alt+click so often to see a familiar hero at the top.

3. ImprovedGameplay:
Please make it possible to play with this option and all its current fixes, except for adding the ability to replay a quick save if replaying is provided by the ImprovedGameplay option.

4. TournamentExtensions:
Before the start of the game, when the host selects the corresponding in-game option (more options... -> Protected saves), all players enter their passwords, after which
loading a saved game (starting a generated map) will only be possible online with each other, from their respective colors, until the players exchange passwords.
After exchanging passwords, the protection can be removed from the generated map so that the map can be opened in the editor.
Please make it so that when a random password is generated, it is saved in a specific folder with a name that includes the nicknames of the connected players, the date, and the template or without it. It can be added to the launcher with the ability to change the password name.
This is necessary because when switching to HD, most people will accumulate unfinished games, and excuses like "I lost the password, and the game was almost won" will begin. So, I would like to avoid this.
When visiting/picking up a number of objects on the map, the standard message window is not displayed, but the information is displayed in the information panel of the adventure window (as when picking up resources).
Has the sound accompaniment of all objects/events that have undergone the innovation remained?
The battle can be quickly ended by pressing [F]
- the battle will end as if we had pressed the 'autobattle' button without magic, but instantly, without animation.
I will refer to point 3 about ImprovedGameplay. Please make it possible not to use this one function but to use the rest of the functionality of TournamentExtensions

To Sevensan:
Everything else seems to work fine with 2.98.
13 years ago
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Many thanks to the author for the work already done. However, it would be nice to implement the following features:
    Indication of the hero's backpack capacity (e.g., "N out of M possible artifacts are in the backpack");
    In the artifact trading window (and not only in this window), add an expandable hero's backpack (an N x M table) with the ability to select multiple items. In short, it should be possible to select a bunch of unnecessary artifacts at once and exchange them for some resource (or transfer them to another hero), instead of "playing" with the mouse, exchanging each artifact separately;
    The ability to quickly upgrade units in the castle (e.g., a hotkey + click on the unit);
    An indication of the number of resources required to upgrade a unit, because there are situations when there are few resources, and only 100-200 gold is missing for the upgrade, and you have to guess (or calculate) how much gold (or resources) is actually needed;
    Quick transfer of the entire possible army from the castle garrison to a guest hero and vice versa;
    Make it possible to purchase an already upgraded creature in the summoning portal (in the Dungeon). Naturally, only if the unit is from the Dungeon and the corresponding building has already been built in the Dungeon;

Although, perhaps, some of these functions can be implemented in a quick menu (similar to F5 and SCM, but for the castle), which would include something like "Transfer all possible troops to a guest hero," "Transfer all possible troops to the castle garrison," "Upgrade all possible units in the castle garrison," "Upgrade all possible units of the guest hero"...
13 years ago
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Generated during map creation.
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13 years ago
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As far as I understand, there isn't a quick button to "restart the scenario" (I couldn't find it anywhere in the description). It would be helpful to have one. Also, opening the backpack in the hero's window would be useful (like on the altar).
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13 years ago
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It would also be useful to have the backpack open in the hero window (like on the altar).
Of course, but it's already good that you can quickly scroll through the contents of the backpack with the mouse wheel by hovering over it – before, you had to "torture" the poor mouse! :)
13 years ago
I downloaded the newest version and it looks really amazing. Only problem so far is that when I generate a random map in mulitiplayer there are no roads. Any idea how I can fix that? I also tried to change the resolution with no succes. Any help would be appreciated.
In reply to Maretti
13 years ago
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Maretti
I downloaded the newest version and it looks really amazing. Only problem so far is that when I generate a random map in multiplayer there are no roads. Any idea how I can fix that? I also tried to change the resolution with no success. Any help would be appreciated.

This bug can be fixed only by the HD-mod author. We will wait for the author until the end of his holiday (about 10 days).
baratorch, there is a problem - in online mode, the map is generated without roads, regardless of the settings.
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13 years ago
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An interesting situation arose today. I started investigating: "where did this come from?":) It turned out that more work needs to be done on fixing the original bugs in the game. In particular, with the "incorrect" color of the city. What I saw: my AI ally, blue, is sitting in the Stronghold, which is attacked by a pink player when the turn changes. After that, we see a miracle: the blue player remains in the city, which suddenly turns pink, and the attacking hero continues on his way... without an army! I'm attaching save files, named accordingly: Before and After. **baratorch**, please take a look when you return to working on the mod!
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13 years ago
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Password-protected saves have a drawback. If older saves could be compressed well using arc or 7g archivers, down to 0.5 MB in the worst case, now the latest game, for example, only compresses to 7 MB. This means that storing saves will now require approximately 15 times more space.
In reply to bRitvo4kA
13 years ago
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bRitvo4kA
Password-protected saves have a downside. If old saves could be compressed well using arc or 7g archivers, down to 0.5 MB in the worst case, now the latest game, for example, only compresses to 7 MB. That is, storing saves will now require approximately 15 times more space.
I assume that many Heroes players, when playing in a tournament with an unfamiliar player, would allocate more space, for example, 500 MB for six months (per player), to be sure that their saves are not being tampered with. And another 2 GB, to be sure that there is no malware and that no one is being kicked out of the game... Many people trust others a lot, but as they say, "God protects those who protect themselves."
In reply to bRitvo4kA
13 years ago
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Marmot
An interesting situation arose today. I started investigating: "where did this come from?":) It turned out that more work is needed on fixing the original bugs in the game. In particular, with the "incorrect" color of the city.
What I saw: my AI ally, blue, is in the Citadel, which is attacked by a pink player when the turn changes. After that, we see a miracle: the blue player remains in the city, which suddenly turns pink, and the attacking hero continues on his way... without an army!
I am attaching save files, named accordingly: Before and After.
baratorch, please take a look when you return to working on the mod!
This information helped to clarify that the battle between AI and AI is very different from a quick battle between a human and AI. The algorithm is different, it is greatly simplified, accelerated, and, judging by all, quite buggy. The bug described by Marmot is an example of this, as is the awarding of artifacts to the losing AI in an AI vs. AI battle.
I will make the AI vs. AI battle for ImprovedGameplay identical to the quick battle between a human and AI.

bRitvo4kA
Encrypted saves have a downside. If old saves could be compressed well using arc or 7g archivers, in the worst case down to 0.5 MB, now the latest game, for example, is compressed to only 7 MB. That is, storing saves will now require approximately 15 times more space.
I can simplify or even remove the encryption of the password-protected save - this will improve compressibility. But then it will be much easier for those particularly interested to remove the password from the save using a hex editor.

in general, I will see what can be done...
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13 years ago
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When playing against AI opponents with the quick battle option enabled, it doesn't display any indicators when attacking weaker units, showing whether it intends to retreat if possible, and it doesn't show the outcome of the battle (it only shows if the AI unit retreats or loses).

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