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Posts from HoMM3 HD is a mod (add-on) for the game Heroes of Might and Magic 3.
It's one thing to fight a hundred zombies with your starting 85 Goblins, and another to fight 120 Trolls.
Well, the balance will shift a little more in favor of Dungeon, is that a big deal? No one ever promised a balanced castle, it's achieved through skill.
No one plays with the Tower against Dungeon anyway.
P.S. And, by the way, I don't remember the Tower taking more time in battles. In my opinion, it's the opposite; the tactics there are usually simple - you build yourself in a corner and shoot, more sophisticated battles are rare. With Dungeon, the number of battles where you need to think and calculate moves is higher. For example, battles against all creatures with a speed equal to that of Trolls are quite challenging.
Hooray!!! baratorch, I want to have children with you!)))))
hopefully, a queue won't form :D
It would also be great to create an HD hero lobby, as Sticky suggested, with simultaneous turns and mirrored maps - the game would become simply perfect ^^
in my opinion, simultaneous turns up to 114, 115, 116, 117 (optionally) should be prioritized as the most important new feature in the HD mod.
Baratorch, congratulations!!!!!!!
I have 13 rubles in my Yandex Money account, it's been there for about two years, and I don't know what to do with it :) I'll transfer it now :)
but I think even 100, 200, or 500 rubles can be transferred to the person. numeOne
WMR: R135486086479 WMZ: Z303789865880
Do you have a Yandex wallet?
_____________________________________________________________ We just tried playing with a chess timer: 6+3+1 diamond (I played as Dungeon) - in my opinion, everything is great, you can manage everything, at least in the first week, in the later stages, considering the time spent in battles, you probably need more time: 10+3.5+1.5, or even more, or as in Warlords 60min+(1,2,3,5min)+0.
I'd like to know more about HotA, could someone please make a review.
It is written very well about HotA here (the whole essence of the game in one image): http://lurkmore.to/Файл:Dota_leveling_rules.jpg If you want it even shorter, this game is not for Russians. :smile10:
Дипломатия - искусство говорить собаке "хорошая собачка" до тех пор пока не найдешь подходящую палку.
I suggest increasing the timer for the Tower and Inferno cities. These cities are already not very popular, and if the Inferno also has a time limit for demon summoning, the situation will become even worse for this city. Is it possible to give a specific city a bonus of +X minutes in battle? Or to set a separate timer for each player and specify in the rules a different time for certain factions.
Мой ник Heroes, и никто не вынесет меня Скажу я вам, мои друзья. Я некромант, я маг великий, и армия моя Непобедимая, огромная!
There is a very good description of HotA here (the whole essence of the game in one image): http://lurkmore.to/Файл:Dota_leveling_rules.jpg To put it even more simply, this game is not for Russians. :smile10:
What does racially correct DOTA have to do with any of this? :) I want to know what Horn of the Abyss is and how it works.
Пусть мой враг будет силен и страшен. Если я поборю его, то не буду чувствовать стыда.
Those who needed a WT timer are already playing on WT.
rebellious
Those who think the WT timer is a panacea are playing there.
Have you considered that the players who like the timer don't play WT because the game is different? Because the settings on which WT is played are very different from Sod? And the norms established in the WT community are precisely for FULL WT. Playing without morality, guild stacks, and troop experience is disgusting, even with a timer.
Сейчас балуюсь этим https://vcmi.eu/download/ За то что нейтралы не бегают за единичкой, для меня это уже стоит того
Some strange comparisons between Tower and Dungeon. As a Shaker, you'll climb to the top of the first level and spend enough time to control it, especially with morale. But no one will venture into that same top-level gnome stronghold with Tower on the first level, and that's where Tower gains a significant time advantage. And I don't understand what's so bad about Inferno. If you want a strong, powerful stack of demons, you have to pay for it with time, but it's not that much time.
Well, the balance will shift a little more in favor of Dungeon, what's the big deal? No one ever promised a balanced game; it's achieved through experience.
No one plays Tower against Dungeon anyway.
This was a predictable response. In my opinion, the extreme options were presented. The last time I played Tower was against Necropolis. Battles with hordes of a hundred zombies in the first three days are quite common. And you have to engage in 5-6 melee battles with Master Gremlins – that requires a lot of maneuvering... Wicc
P.S. And, by the way, I don't remember Tower battles taking longer. In my opinion, it's the opposite; the tactics there are usually simple – you build up in a corner and shoot, more sophisticated battles are rare. With Dungeon, there are more battles where you need to think and calculate moves. For example, battles against all creatures with a speed equal to that of Trolls are quite challenging.
But the Stronghold adds time to the timer with hordes of Golems, while Tower loses such battles... and therefore avoids questionable battles without a significant advantage.
I don't understand what's so bad about Inferno. If you want a strong, powerful stack of demons, you have to pay for it with time, but it's not that much time.
The Castle is practically at the bottom of the list of preferred factions for almost any Heroes player in terms of strength. What's not to understand?
Мой ник Heroes, и никто не вынесет меня Скажу я вам, мои друзья. Я некромант, я маг великий, и армия моя Непобедимая, огромная!
The Castle, which is practically at the bottom of the list of preferred factions in terms of strength for almost any Heroes player. What's not to understand?
Doubtful. Maybe on the Community Map, but on HotA, Red Inferno is quite playable, and it's hard to consider it as being at the bottom.
That was a predictable response. In my opinion, extreme scenarios were presented. The last time I played Tower against Necropolis, battles with hordes of a hundred zombies in the first three days were quite common. And you have to fight Master Gremlins 5-6 times – and that requires a lot of maneuvering...
It seems you didn't understand the point of this "predictable response." The point is that the timer is introduced not for gameplay reasons, but for organizational reasons – to influence the overall duration of the games. Currently, I think it's too high; it needs to be reduced somehow, and players will figure out how to adjust to the gameplay changes.
It's clear that the timer affects the balance of the Castles, and it's hard to argue with that. For example, in WT, the strongest Castle in classic control (4000+500) is Swamp; Inferno and Fortress are also very strong, but in short control, these Castles drop significantly because they have very long battles, both in terms of the number of actions and their complexity. Instead, Castles with simple battle mechanics and good DPS on their main units come to the fore.
But no one is particularly worried about this – so what if the balance shifts a bit? And this is for WT(!), where the balance of the Castles is considered a value, one of the guidelines in designing the gameplay.
For SoD, where there was no balance of Castles and there won't be, what difference does it make where it moves?
But the Miner adds extra time to battles with hordes of golems, while Tower loses such battles... and therefore doesn't engage in dubious battles without a significant advantage.
Exactly. The problem with Tower is the overall weakness of the Castle, not the timer.
Earlier in the text, Kober wrote that it's harder to execute complex strategies with a short timer. That's a very accurate observation; in fact, with a short timer, the strength of Castles in general is leveled out; more powerful Castles don't have enough time to execute everything they can.
Yes, sometimes there are situations where a lot of time is needed to get out of a difficult position. It's just that these situations are generally rare; more often, a difficult situation saves time, simply because of the small number of actions available to the player.