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Posts from All castles in Heroes 3. Auto-translated

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#1361
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I recently started playing Heroes 3 seriously, and the question immediately arose: "Doesn't the Fortress become too powerful if it gathers enough units?" The Swamp is also good with its Imps, but collecting free Angels for the Fortress is just... Share your opposing opinions.
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#1362
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Well, provisions are available to all towns. Are you referring to upgrading to an Arch? Yes, that's where the main strength of the Castle lies. But the upgrade is quite expensive, and you can't get it quickly on most maps (with the exception of Jebus Cross, where many consider the Castle to be the strongest). Overall, the Castle is somewhere around 5th or 6th in terms of strength, in my opinion.
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#1363
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Something like cloning, in the style of Necropolis or Inferno, but rather mediocre. I think the authors intended this to be the main idea. 1. Necropolis breeds skeletons. 2. Haven summons Archangels. 3. Sylvan domesticates Hives. 4. Inferno breeds strongmen. 5. Rampart crushes Mages. 6. Fortress (even with its low speed) brings early death with its overwhelming pressure. 7. Dungeon is extremely inventive, and therefore unpredictable. 8. Dungeon terrorizes with powerful magic. 9. And Conflux is simply overpowered.
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#1364
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Stiletto

1. Necropolis breeds skeletons.
2. Castle attracts Angels.
3. Swamp domesticates Hives.
4. Inferno breeds strongmen.
5. Rampart crushes Mages.
6. Fortress (even with its low speed) brings early death with its unbearable pressure.
7. Dungeon is extremely inventive, and therefore unpredictable.
8. Dungeon terrorizes with powerful magic.
9. And Conflux is just overpowered.
It's funny, but I doubt the developers had any ideas on this topic, and they probably didn't even bother balancing the factions, otherwise, Necropolis wouldn't be so overpowered.
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#1365
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All of this was secondary; you might as well say something else.
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#1366
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Stiletto
All of that was secondary; you're just saying it.
What exactly? The game wasn't designed for serious multiplayer, which is quite obvious, which is why players and fans had to fix a lot with rules and mods.
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#1367
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It would be great to implement a skill tree like in Heroes of Might and Magic V.
#1368
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It would be great to implement a skill tree like in Heroes of Might and Magic V.
But why? Then you'd have to rework the magic system, creature abilities, hero specializations, graphics, and everything else. And besides, comparing two different games...
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#1369
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Of course, it needs to be reworked. But agree, the set of secondary skills in Heroes of Might and Magic III is quite simple.
#1370
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Should the entire game be reworked? Then there would be a lot of changes. Radical ones.
10 years ago, this was already done. But for some reason, fans of Heroes of Might and Magic III didn't like Heroes of Might and Magic IV.
And now, the third game is outdated. No one will seriously play it anymore.
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#1371
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Yes, they do. HD mod is not some random thing.
#1372
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The HD mod is an improvement to the interface and a fix for in-game bugs. Nothing more. It doesn't aim for a radical overhaul of the game. And it's maintained by the enthusiasm of just one person.
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#1373
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Stiletto
Of course, it needs to be reworked. But agree, the set of secondary skills in Heroes of Might and Magic III is quite simple.
In chess, there are 6 units and no secondary skills at all, yet the game exists without any rework and is still popular. If you compare it to Heroes of Might and Magic II, there will be more skills in Heroes of Might and Magic III, but Heroes of Might and Magic II has not lost its popularity either.
The skill system in Heroes of Might and Magic III is very well thought out for this game. When they created In the Wake of Gods with its expansions, it turned out to be a mess. In Heroes of Might and Magic IV, the skill system is completely different, more complex, but also very well thought out. There is no need to create something that is already bad.
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
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#1374
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I don't know about you, gentlemen, but I think we should add the following to the list of tournament rules: "It is forbidden to upgrade Angels from Conservatories, as well as Wyverns from Lairs." And I have good reason to believe this, based on the games I've played under the banner of Fortress. The Archangels become too dominant: they have the highest speed after the forbidden Phoenix (which means Fortress always gets the first turn), and you also get free Archangels. So, what happens is: until you take down these winged behemoths, of which there can sometimes be a dozen or more, you have no chance against Fortress. And let's not even talk about the two strong stacks of archers that support the Archangels – it's a losing battle.
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#1375
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Stiletto
I don't know about you, gentlemen, but I think that the tournament rules should include the following aspect: "It is forbidden to upgrade Angels from Conservatories, as well as Wyverns from Lairs." And I have good reason to believe so, after playing games under the banner of the Fortress. The Archangels become too dominant: they have the highest speed after the forbidden Phoenix (which means that the Fortress will always have the first turn), and plus, they are free Archangels. And what happens: until you take down these winged fat guys, of which there can be a dozen or more, you won't succeed against the Fortress. And I don't even need to mention the two strong stacks of archers that support the Archangels.
There is a VCL, play there and you will be happy))) that rule already exists there...
"Никто не уходит из героев вечно", - убедился на личном опыте, гоняю в сингле до сих пор :D