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HoMM3 HD is a mod (add-on) for the game Heroes of Might and Magic 3.Auto-translated
you can revert to a previous version: 1) in the Heroes folder, along with the launcher, there is HD3_Backup.exe. Run it – and you're good to go. 2) link to a clean version of 3.45: >> click here <<
by the way, a crazy idea came to mind. What if we increase the penalty for non-native troops? (it's -1 now, let's make it -2)? What we get from this: 1. Increased value of native troops. 2. Increased value of artifacts that boost morale. 3. Reduced profit for Cons, Dungeons. 4. Reduced profit from necromancy for all castles (-3 morale for having necromancers in the army - that's harsh=)). 5. Strengthening of Fortress and Necropolis in contrast, as they don't suffer much from this; we can come up with something else for them.
Hello, dear Baratorch.
First of all, I want to sincerely thank you and your team for the wonderful thing you've created – HDMod.
Now, let's move on to the question. I need to launch Heroes of Might and Magic 1 in 32-bit mode (specifically in full-screen mode). There is a mod for the first Heroes game called Tournament Edition. From the perspective of video modes, it allows you to open the game in a window with resolutions of 640*480, 800*600, 1024*768, X*Y... (In simpler terms, if your screen resolution is 1280*1024, the maximum resolution in the window can be 1024*768. However, if you enable a resolution of, say, 800*600 in the window, and then change the screen resolution to 800*600, you will get a game in a window that is larger than the desktop.)
To be even more specific, I want to capture the game from full-screen mode using a streaming program (XSplit), but neither the built-in VHScreen Capture, UScreen Capture, nor DXtory want to do this and show a black screen.
I am contacting you because the original Might and Magic 3 is also 16-bit, but in your mod, you can launch it in 32-bit mode. Is it possible to launch the first part in 32-bit video mode in a similar way?
Thank you for your attention.
A couple of questions: 1) how do I remove the protection from saves after exchanging passwords? So that they can be viewed in regular SoD; 2) is the mod capable of creating saves the same way as the Autosave_counter program with the "Save unpacked" option enabled?
A couple of questions: 1) How do I remove protection from save files after exchanging passwords? So that they can be viewed in a regular Save Editor; 2) Does the mod create save files in the same way as the Autosave_counter program with the "Save save files unpacked" option enabled?
1) New game > Random map > Show random maps > select a map > remove protection; 2) No.
It occurred to me during a blitz game. A nice addition would be a button that, when clicked, would display the layout of the current template.
"Это нам идеально подходит!" [Новосибирск, 2013] "Красавчик! Если только не читер.." [Киев, 2014] "Это Вам не шутки - нажрался Dust в маршрутке" [Новокузнецк, 2015] Сам ты фиш (с) :D
HD and/or something else caused it, but I'll describe the situation: during a battle, the cursor turned into a circle with a line through it, and I couldn't move my units. A message popped up saying "default_ini not found." The chess timer continued to tick. Version 3.46. Screenshot attached.
Dear brother, I have wanted to reach out to you for a long time and ask if it is possible to exclude the artifacts Boots of Levitation, Dolphin Charm, and Captain's Hat (not in Dragon Utopias!) from being placed on maps... since all templates are without water and while playing on Jebus Cross, for example, I've grown tired of seeing these artifacts on the ground, and their equivalent is quite serious as far as I understand... so I very much ask you to consider this request
Dear brother, I've wanted to reach out to you for a long time and ask if it is possible to exclude the artifacts Boots of Levitation, Dolphin Pendant, and Captain's Hat (not in Dragon Utopias!) from being placed on maps... since all templates are without water, and when playing on Jebus Cross, I'm exhausted from seeing these artifacts on the ground, and their same-type value is quite serious as far as I understand... so I very much ask you to consider this request
You can't ban artifacts only in certain places. Either a full ban on the map or they are allowed.. But imho these artifacts are only annoying on Jebus Cross; on SM, things like obelisks or imp-//things are more annoying, as they provide little benefit but have high value...
Added after 3 minutes Vatya
You can't ban artifacts only in certain places. Either a full ban on the map or they are allowed..
Although I'm probably wrong; if those Poles have already come up with giving candies instead of angels in cans, then maybe it is possible somehow...
Dear brother, I've wanted to reach out to you for a long time and ask if it is possible to exclude the artifacts Boots of Levitation, Dolphin Charm, and Captain's Hat (not in Dragon Utopia!) from being placed on maps... since all templates are waterless, and when playing on Jebus Cross, I'm tired of seeing these artifacts on the ground, and their equivalent value is quite serious as far as I understand... so I very much ask you to consider this request
Vatya
You can't ban artifacts only in certain places. Either a full ban on the map or they are allowed... But imho these artifacts are only annoying on Jebus Cross; on SM, things like obelisks or imp-//-s are more annoying, as they provide little use but have high value...
Added after 3 minutes
Although I'm probably wrong; if the Poles have already thought of giving candies instead of angels in cans, then maybe it is possible somehow...
if you push yourself - anything is possible. but I see no point in leaving them only in some places. The labor costs aren't worth it. If they are to be removed from the map - then remove them completely. My imho. The Poles thought of editing game resources - which introduces chaos into an online game. Especially when one person has changes and another doesn't.
Regarding the HD mod, I'm not sure if this change can go in there. It's not exactly intended for that. But as a mod, like for example for the m200 tournament, it can be implemented without problems. True, if you breed a bunch of mini-mods / edits - then confusion will follow. So if gameplay is to be changed - do it with one mod containing experimental features.
In principle, I would be all for playing without obelisks, heal forts, cartographers, water artifacts; I'd also add water spells myself, since they are either useless or there's nowhere to use them anyway. The question is - how will the community react. As for making a mod if desired - it's not that hard, but it requires time.
I would suggest creating a thread to discuss such features, if there are more posts like this, because imho they don't relate directly to the HD mod. P.S. Everything is implementable, provided there is the desire and time.
In principle, I would be all for playing without obelisks, healing forts, cartographers, water artifacts; I would also add water spells myself, if they are either not used or have no place to be used. The question is - how will the community react to this? And creating a mod if desired is not that difficult, but it takes time.
I would suggest creating a thread to discuss such features. If there are more such posts, because, in my opinion, they are not directly related to the HD mod. P.S. Everything is feasible, if there is a desire and time.
The community will react like this:
If you want to play a different version of the game, go to WT, and it will essentially be your right...
wait for HotA 1.3 in it, when generating a map without water, all water-related elements are completely removed from the game: artifacts, spells, secondary navigation skill, and heroes who specialize in navigation (all of this appears randomly when water is present).