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

4.7 (6 ratings)
In reply to Medium_HP
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#2124
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Medium_HP
Different zones are needed, different zones are important!
It would be best to make a 10% probability (since there are 9 factions + neutrals) for each faction, regardless of the terrain type. In fact, I still thought that it works approximately like that.
Neutrals can have even more; there are relatively few zones without castles.
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#2125
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When the turn passed, the AI attacked my Castle and automatically confirmed the auto-battle; I didn't even have time to press anything. How can I prevent this from happening?
http://heroes3.tv/aiwe
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#2126
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I've encountered this problem twice: password-protected save files won't load. The passwords are taken from the files, nothing is mixed up, but the game won't accept them, no matter what I do. I can provide the save files if needed.
http://www.twitch.tv/mikevalentine/
In reply to Dirty_Player
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#2127
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Dirty_Player
I had a game where neutral creatures spawned in a snow map during a skirmish. That's where the fun began with the neutral creatures! :) But in general, neutral zones are definitely needed. And with an equal probability, regardless of the terrain type. I was also sure that it was just a random occurrence... turns out it's some kind of bug :eek:
Let's have a neutral center on Jebel! :) Few people think about or remember the "neutral creature rush." :) But if it's fixed, this old offline trick will become relevant again! :)
In reply to Vatya
#2128
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Vatya
Let's have a neutral center on Jebel!!! :) Few people think about or remember the idea of moving neutral creatures around. :) But this old offline trick will become relevant again. :)
I'll slightly disappoint you, it won't happen. :) Only the nomads (who are also neutral) together with other neutral creatures will be exempt from the sand penalty.
#2129
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Sav

I understand the question mainly concerns neutral dwellings, Pandors, and Seers, right? They shouldn't appear in the original design; they are the result of a bug.

So, part of the "valuable objects" will be replaced with dungeons and a huge number of Pandors. A really huge number. It's unclear which is better.

I can't imagine 8MM6a without a bunch of outbuildings. Why was it done this way? :D

I launched Frozen Dragons – now sad dragons guard 3 Pandors and a bunch of dungeons instead of large dwellings.

Not that many buggy zones were generated. Maybe just lower the chance? And it's not entirely clear where the information comes from that these are "buggy" zones. If there are no castles in it, why shouldn't the chance that the zone will be neutral be high.

P.S. Where did you find a castle-free zone on Jebel?
#2130
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Mizrael
I've encountered this problem twice: password-protected saves won't load. The passwords are taken from the files, nothing is mixed up, but it won't accept them, no matter what I do. I can provide the saves if needed.
Let's have both the saves and the files with the passwords.
HoMM 3 HD:

последняя версия - 5.0 RC96 (19.09.2020)

последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8

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#2131
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One_123
Besides, it's not entirely clear where the information comes from about these being "buggy" zones. If there are no castles in it, why shouldn't the chance of the zone being neutral be high.
This information comes from the same source as all the other information that allows us to make changes in the game – from analyzing the game's executable file.
If necessary, I can justify my opinion by showing the section of code containing this error and explaining what features indicate that it is an error and how it is fixed.
In reply to Sav
#2132
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Sav
This information comes from the same source as all the other information that allows for making changes in the game – from analyzing the game's executable file.
If necessary, I can justify my opinion by showing the section of code containing this error and explaining what features indicate that it is an error and how it is corrected.

If it's obvious to you, then don't bother. The previous explanation, in the form of, if I understand correctly, "the end of the table was perceived as a chance for a neutral zone," didn't seem very convincing. Although, considering how many Fortress units are there, it might actually be true.

Even if it is an error, why doesn't 25% seem like a reasonable chance for a zone without a Fortress? Well, it's not the same objects; it's been like that for a hundred years, but now there are a lot of other objects. Maybe it's not noticeable at first glance, but if you think about it, several elements have been removed from the game. It's a pity.
#2133
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Well, I personally don't mind neutral zones. When I initially fixed this bug for HotA, I immediately wrote code that made the zone without cities neutral in 50% of cases. In HD, only the pure bug fix was included. Perhaps I should have described the effect of the bug fix in more detail when I provided the code to baratorch. In any case, as I said, baratorch now has the option to include that code in HD to add neutral zones (by changing the chance of their appearance to any value), if he deems it necessary.
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#2134
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I also agree with 10% for neutral creatures and all castles when dividing the zones. This would be fair and interesting. 25% is probably too much (especially considering Necropolis and Fortress, and the hiding spots for peasants), but 10% each is logical and balanced.
In reply to Juristis
#2136
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Juristis
I also agree with 10% for neutral creatures and all castles when dividing zones. This would be fair and interesting. 25% is probably too much (especially considering Necropolis, Dungeon, and peasant hiding spots), but 10% is logical and balanced.

This is only for zones without castles. The chance that there will be more than one such zone on the map is small for most templates. Where does this "logical" figure of 10% come from, other than "take 100% and divide it by the number of castles + neutral creatures"? And what about the fact that zones with castles have already occupied most of the map? We've been playing with these "sheds" for a hundred years, but now that Heroes VI+ has come out, it's suddenly too much.
In reply to One_123
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#2137
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One_123
This is only for areas without castles. The chance that there will be more than one such area on the map is small for most templates. Where does this "logical" figure of 10% come from, other than "take 100% and divide by the number of castles + neutrals"? And what about the fact that areas with castles have already occupied most of the map? We've been playing with these castles for ages, but no – HD+ came out, and suddenly it's too much.
How is the chance small? For example, on a CM map, there are 4 areas out of 10 without castles. On 8MM6A and other HL+U maps, there are also enough such areas.
In reply to Juristis
#2138
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Even 4 zones without castles (which, as I mentioned, is rare) with 25% neutral creature generation in a zone without a castle means approximately 32% chance for no neutral creatures and 42% chance for only one "neutral" zone, which is a lot for such a map. Should we lower this chance even further?

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