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

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#1734
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We were just testing with NEO, and he was able to connect to my game, although there was some receiving maps issue, but the main thing is that he connected. Then, some other noob joined, and everything was fine. Nevertheless, this instability is a problem – how can we fix it? Maybe the administrator knows...
ICQ: 698753504
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#1735
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Does the HD-mod not support WT with the patch for mirrored templates? It was working fine, but after I installed the mirror, SoD started launching instead of WT via the HD mod. Reinstalling doesn't help.

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

ICQ: 494048169
Не любят многие порнуху, а я... А я люблю порнуху! © А.С. Пушкин
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#1736
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I think that's exactly what shouldn't be done. The more external differences from the original, the more people it will repel, and those who like all sorts of innovations and experiments can play Wog.
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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#1737
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Lider1, This topic doesn't affect the Gameplay at all; it just adds convenience. That's what the HD mod is for.
ICQ: 494048169
Не любят многие порнуху, а я... А я люблю порнуху! © А.С. Пушкин
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#1738
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I don't think it's necessary. Routine operations are one thing, but controlling the battle is another. This isn't an auto-battle where the AI does everything.
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.
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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#1739
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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.
ICQ: 494048169
Не любят многие порнуху, а я... А я люблю порнуху! © А.С. Пушкин
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In reply to Ihtiandr
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#1740
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Ihtiandr

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
In reply to KobRa_RR
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#1741
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KobRa_RR
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
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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#1742
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KobRa_RR
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.
ICQ: 494048169
Не любят многие порнуху, а я... А я люблю порнуху! © А.С. Пушкин
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#1743
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Well, people play with it in the fifth game and it works fine. It's a good feature, but it doesn't require mandatory implementation.
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#1744
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You should answer this question.
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.
ICQ: 494048169
Не любят многие порнуху, а я... А я люблю порнуху! © А.С. Пушкин
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In reply to Dirty_Player
#1745
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Could you please tell me where I can download the latest version of the HD mod, and will it work with the Complete Collection version 4.0?
#1746
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A useful feature (especially for offline play). One battle I remember was against a horde of Greylords (7 stacks of 14 units each) with my relatively weak troops. After my wait, these Greylords scattered in different directions, and their morale dropped. Trying to remember their subsequent turn order was difficult. But this isn't just a convenience; it actually has strategic significance (it impressively supplements your own "memory cache") and does affect the gameplay. If it were to be added, it should only be in HD+ and as a later update, as there are many other more pressing issues and problems... and bugs... crashes... (because even this new feature could be a source of new bugs).
#1747
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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?
It will work. http://sites.google.com/site/heroes3hd/rus/download
In reply to Niemand
#1748
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Ihtiandr
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.

Ihtiandr

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.