Posts from [ANNOUNCEMENT] Heroes 3: World Tournament - an add-on for tournament games.
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It's good that no one has suggested changing the knight's move in classic chess yet. 8x8, with 16 pieces, so many possibilities... 9 castles, 16 heroes, 7 levels of units, 2 combat skills, 8 secondary skills, a bunch of magic and buildings... HOW MANY POSSIBILITIES? Plus, you can never rig the card draw – it's not chess after all. But working with templates and a generator to more precisely and specifically define the appearance of certain buildings and their abundance based on the map size would be useful. But by trying to simplify the game, you're actually making it more complicated, which is only a plus for hardcore fans who have plenty of time.
In my opinion... remove the unnecessary settings and buildings, leave the timer and a simplified creature experience system, and a couple of unique features. Everything brilliant is quite simple.
Real life is more interesting; heroes should only be a supplement, not the other way around.
Added 6 minutes later
I would work on increasing the creature limit, not just in WoTA but also in SoD, if I were one of the programmers involved in making changes and patches. Leave level 4 as is, but change the others: the lower the level, the greater the range, and the higher the level, the smaller the range (this might be a silly idea, but it came to me while I was writing the previous message)
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
Trying to convince the developers about what needs to be changed in the game is a waste of time.
I anticipate the response: "Play a hundred more games, achieve something, and then talk."
This would greatly simplify the transition from SoD to the main game and reduce the fear of dealing with the settings. And once the first step is taken, you can start figuring out the rest.
The idea itself is obvious and very easy to implement. I don't know why no one has suggested it before.
Trying to prove your point to the WoG developers about what needs to be changed in WoG is a waste of time.
I anticipate the response: "Play a hundred more games, achieve something, and then talk."
I had an idea that in the editor, a special tab is needed for SoD players. You select this tab and get all settings optimized for SoD, and it should be optional to choose only the most basic ones.
For example:
This would greatly simplify the transition of a SoD player to the editor and reduce the fear of settings. And once the first step is taken, you can start figuring out the rest.
The idea itself suggests itself and is very simple to implement. I don't know why no one has submitted it yet.
Added 6 minutes later
IMHO... There should be some standard on the portal, an original game for seasonal and tournament games. Tournaments can be diversified with templates, tournament rules, regulations, etc., as in sports, pentathlons, etc. For other perversions, there are Clans; let them have everything within them.
It's been discussed hundreds of times: some people need a fully built second level, others need a one-way map converted into a multi-way map, etc. - should we create a separate settings tab for each of these for SoD?
You didn't understand me, I guess. Since SoD players need SoD, let there be an option to get it with two clicks. This is specifically for the first steps, when a person is just starting to play Warlords, a kind of transitional step. The person will play the first game and understand that Warlords is the same as Heroes. Then (most likely, already from the second game) variations will begin, and things will start to roll.
I think you didn't understand me. If the Sodovites need SOD, let there be an option to get it with two clicks. This is specifically for the first steps, when a person is just starting to play Warlords, a kind of transitional step. A person will play the first game and understand that Warlords is the same as Heroes. Further (most likely already from the second game) variations will begin, tailored to their preferences, and things will start rolling.
Then you don't quite understand the specifics of the mod – some things (damage dealers in water, slowdown on the second floor, Armageddon on the fifth) are hardcoded into the executable and cannot be changed with options or checkboxes, and what is this "SoD" you're talking about?
I'm talking about things that can be changed with settings. Changes hardcoded into the executable are not even up for discussion; there's a manual for studying them. Most people are afraid of new things, and when they sit down to play the mod for the first time, they get scared by the number of settings, or rather, they don't even sit down, but when they just see what they're going to face: some banks, experiments, classes, etc. – all these off-putting things can be easily pushed back for later, without scaring players during their first encounter.
And in general, a separate manual for the mod should be created – describing only those changes compared to "Shades of Darkness" that will remain when the mod is maximally configured to be like "Shades of Darkness" as an option. Experience, classes, etc., should be hidden under a spoiler as a secondary element.
1) In the broadcasts, I immediately saw checkmarks on units, hero splitting on expert scout, navigation in secondary skills, and also some other unclear stuff – it was a bit stressful – but they explained to me that it's a game with classes and army experience – I quickly figured out what was going on – and I turned off that broadcast – I had no time for that, I had to figure out the other changes before mastering (or not mastering) this...
2) The absence of necromancy – I don't even want to write about the advantage gained here – necromancy is the evil of SoD – it's funny to read game reports of top players who won the game thanks to a necro – there was a thought here somewhere that necromancy in SoD is the same as demonology in WT – that's not true – I can say offhand – that you'll succeed in demoning in WT on average once in 30 games (my opinion, and if you don't play Inferno), while in SoD a necro appears in every 3rd game – regardless of which Castle you start from... if you get a thrill at the sight of a SoD necro – you need to see a sex therapist – it's not right to break the game like that, getting troops out of thin air, while considering yourself a big shot in this game))
3) The second level is built... anyone who tries to argue that this is not the most important thing in the game, that it's not necessary, or that it's even bad... I'm not even going to explain anything – your stop – final...
4) At the start, a hero always comes with three stacks of troops – within a small range of variation that you know... Forget about Tazar with 12 Gnolls, about Gurni without ballista, and about many other terrible things that have taken so much of our time, effort, and nerves on SoD... it's all in the past)))
5) Earth Magic didn't become a top skill – the spell slow itself moved to GM2, Town Portal moved to Fire Magic, the spell Anti-Magic started working on all 4 elements...
6) In Air Magic, fly remained, DD moved to Water Magic – clearly a relief for overpowered Earth and Air...
7) Cheating Kyrre, Gunnar, and co. are nerfed – you can't travel so openly and brazenly from Kaliningrad to Nakhodka...
8) A convenient option to immediately choose the template you'd like to play on.
I've gotten a bit tired writing here... in a word – what I've written is practically the main differences of WT from SoD, after mastering this comes the game with experience and classes – don't fill your head with that for now, but I can guarantee – you won't escape it – the path of the interesting and unknown lies precisely through them – but that's with time, you'll get there yourselves – but later...
Anyone who has any pressing questions – feel free to ask – we'll answer – we'll help – well, as for writing a guide on transitioning from SoD to WT – that's a very good idea – come on, eagles, whoever our masters are – we need to help the guys get comfortable, let's write a guide..))
Все в ней нулево и кукольно.
I will say the same thing for the millionth time — to start playing in WT, you need to download it and start playing... I myself, after SoD, learned about this project — I was attracted by the information about simultaneous turns at the start, lured by one word — since simultaneous turns still don't work... At first, yes, it was awkward — a lot of new things, a ton of options and settings, a dynamic chat that makes even a seasoned cowboy like me cringe, a bunch of cool players, insane quality of games with daily player-provided video streams... but... time takes its toll — love for this Game took over — the advantages were immediately obvious — and I didn't doubt for a second that I would stay on WT... a little in order:
1) In the streams I immediately saw the checkmarks on units, hero splitting on Expert Scout, navigation in secondary skills, as well as some other unclear things — this was a bit stressful — but they explained to me that this is a game with classes and troop experience — I quickly figured it out — and turned off that stream — there was no time for that, I had to deal with the other changes before mastering (or not mastering) this...
2) The absence of necromancy — I don't even want to write about the benefit gained from this — necromancy is the evil of SoD — it's funny to read game reports of top players who won a game thanks to a Necro — there was a thought voiced here that necromancy in SoD is the same as demonology in WT — that's not true — I can say off the top of my head that you'll be able to demonize on WT on average once in 30 games (my opinion, and that's if you're not playing Inferno), while in SoD you get Necro in every 3rd game — regardless of which Castle you start with... if you finish at the sight of SoD's Necro — you need to see a sexologist — it's not right to break the game like that, getting troops out of thin air while considering yourself a big shot in this game))
3) The second level is built... anyone who tries to argue that this isn't the most important thing in the game, that it's not necessary, or that it's even bad... I'm not even going to explain anything — this is your final stop...
4) At the start, a hero always comes with three stacks of troops — within a small known range of variation... Forget about Tazar with 12 Gnolls, about Gurni without a Ballista, and many other terrible things that took so much of our time, effort, and nerves in SoD... it's all in the past)))
5) Earth Magic is no longer a top skill — the Slow spell itself has moved to Expert 2, Town Portal has moved to Fire Magic, the Anti-Magic spell now works on all 4 elements...
6) In Air Magic, Fly remains, DD has moved to Water Magic — the imbalanced Earth and Air are clearly being unloaded...
7) The cheaty Kyrre, Gunnar, and co. are nerfed — you can't walk so blatantly and brazenly from Kaliningrad to Nakhodka...
8) The convenient ability to immediately choose the template you want to play on.
I've gotten a bit tired of writing here... in short — what I wrote is practically the main differences between WT and SoD; after mastering this comes the game with experience and classes — don't bother your head with that for now, but I can guarantee — you won't escape it — the path of the interesting and unknown lies right through them — but that will come with time, you'll get there yourself — but later...
Anyone who has any pressing questions — feel free to ask — we'll answer and help — and as for writing a guide for getting acquainted with WT for SoD players — that's a very good idea — come on, eagles, whoever among us are the masters — we need to help the guys get comfortable, let's write a guide..))
A typical WT-player response. I can just see all the SoD lovers running to install WT after your post.