Posts from HoMM3 HD is a mod (add-on) for the game Heroes of Might and Magic 3.
I stumbled upon an interesting project called VCMI. The guys are rewriting Heroes from scratch on a new engine. In the screenshot, I saw a cool feature that I've wanted to suggest to Baratorch for a long time: a bar on the battlefield showing the turn order of units, like in Heroes 5. When there are a bunch of stacks with the same speed, it's very difficult to always keep track of who goes first. It's probably not very simple to implement, but I think it's worth it; it would be incredibly useful.
http://forum.vcmi.eu/portal.php
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За то что нейтралы не бегают за единичкой, для меня это уже стоит того
Не любят многие порнуху, а я... А я люблю порнуху! © А.С. Пушкин
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For example, in the fourth game, it's generally difficult to keep track of who has moved and who hasn't during a large-scale battle – there, in addition to speed, the turn order also depends on the initiative, and it can change every round. And yet, it works fine without hints.
Considering the project's name – VCMI Project – Heroes 3: WoG recreated – there shouldn't be any questions.
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
Considering the project's name – VCMI Project – Heroes 3: WoG recreated – there shouldn't be any questions.
But what does VCMI have to do with it? I just gave an example – they implemented such a feature, although I've been thinking about it for a long time.
One thing is routine operations, and another is controlling the battle.
You can control the battle anyway, it's just difficult to keep track of, for example, the turn order of griffins in a battle. And according to that logic, highlighting the turn of units shouldn't have been done either – you should just count the cells yourself.
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You can control the battle, but it's just difficult to keep in mind, for example, the turn order of the griffins in the Conflux. And following that logic, highlighting the turn of units shouldn't have been done either - you should just count the cells yourself.
Well, well, and how will you distinguish them from each other in the first round? :D
Well, well, and how will you tell them apart in the first round? :D
So, you need to add some highlighting, stack 1 2 3 4 5 :D
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
Well, well, and how will you distinguish them from each other in the first round?
On the bar? Well, you can make the corresponding unit highlighted when you hover the cursor over the bar.
Не любят многие порнуху, а я... А я люблю порнуху! © А.С. Пушкин
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Does the HD-mod not support the Battle Terrain (BT) with the patch for mirrored textures? It used to work fine, but after installing the mirrored textures, HD started launching Shades of Darkness (SoD) instead of BT. Reinstalling doesn't help.
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Could you please tell me where to download the latest version of the HD mod and whether it will work with the Complete Collection? Version 4.0?
Does the HD-mod not support VT with the patch for mirror templates? It was working fine, but I installed a mirror and now SoD starts instead of VT via HD. Reinstalling doesn't help.
The next version of the mirror will have an exe that is correctly identified by the HD-mod as VT and includes the loading of mirror.dll.
In principle, if needed, I can send it to you, but the current version of the mirror template doesn't work with altered map names, and whether this renaming can be disabled in the HD-mod, I have no clue.
For the next version, I changed the code so that maps load correctly. I think it's easier to wait, as the need for the HD-mod in VT is not as urgent.
And overall, the mirror's compatibility with HD hasn't been tested, but in theory, it should work.
A bar on the battlefield showing the turn order of units, like in Heroes 5. When there are a bunch of stacks with the same speed, it's very hard to always keep track of who goes first. It's certainly not very simple to implement, but I think the topic is worth it; it would be incredibly useful.
To maintain control over the turn order, it's enough to add the stack number to its info window. In theory, this should have been done in VT long ago — Horn intended to do it back in TE. I might do this as part of the mirror template.