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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)
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13 years ago
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A simple example.

Just recently, I attacked a level 111 Dungeon with 40 fake units and 4 air units against 50-99 zombies on dirt terrain. There turned out to be 6 stacks of 15 (unexpected). This battle took me 25-30 minutes because the zombies were mixed up, and to figure out which ones to retreat and which ones to leave, I had to use slow-motion graphics. Every single unit is valuable. The battle is really tough; any wrong click and you lose.

But with numbering, it would have taken a maximum of 10 minutes.
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13 years ago
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Ment
It's as if remembering such things is something incredibly difficult, ho-ho.

Ho-ho, that's when someone who doesn't play online starts telling those who do play regularly what matters and what doesn't. That's what "ho-ho" means.

Ment
It's as if remembering such things is something incredibly difficult, ho-ho.

Ho-ho, that's when someone who doesn't play online starts telling those who do play regularly what matters and what doesn't. That's what "ho-ho" means.

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Ment

If a creature has already moved once, not understanding the order... I don't even know... If that's all it is, then these things that don't require skill should be done automatically, so as not to reduce the game to meaningless routine.
Ment

Knowledge? Well, there are other things besides the unit's position relative to the top of the map at the start of the battle and its speed?

There are things like: wait, defense, morale, new round. Which you have to take into account yourself, not the program. And of course, remember them.
Ment

Let's also remove the hero's turn scale and the color of the arrows, and we'll just remember who moved how many squares. Information about the growth in the castle: why, it's an interesting process to calculate how many creatures you'll have next week. And also taking into account the citadel or castle, external dwellings, weeks of plague... Here, there's plenty of room for budding mathematicians!

And let's immediately add a skill tree for all heroes! Why waste time? Is it pointless? Does it not matter? Let's keep dreaming.
And let's add commanders, and new cities and units, because these are so boring! And we can also add something with the mafia. It definitely won't hurt, and it won't solve anything
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13 years ago
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Max, in that case, if you're an expert in player-versus-player battles with 7 stacks of skeletons, then you can just leave it for the neutral creatures. And you don't need to teach me how to determine the order. Or should I provide a link?

Added 2 minutes later
Okay, Max has two opinions, mine and the wrong one, and Leader simply reads between the lines, so the dialogue is pointless for now without any constructive input.
In reply to Ment
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13 years ago
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Ment
Really? ) And does it not matter that they are looking in different directions? ) But otherwise, yes, I understand, although this is a grotesque situation, I don't think it happens often. And again, it's just a little bit of observation; it has little to do with mental abilities and knowledge of the mechanics.
I knew you'd say that :D
I didn't think that your next unit could be completely surrounded by enemy units (intentionally) and that by attacking them, you could die, and your next turn, the next unit wouldn't reach the one that the first unit attacked. It can go on and on, but the point is clear, and the confusion, believe me, is interesting.
In reply to R55Max
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13 years ago
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R55Max
and here's where the confusion starts, believe me, it turns out to be interesting.
Interesting, but oooooooh very long...
In reply to Vatya
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13 years ago
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Vatya
Max, in that case, if you're an expert in 1v1 battles with 7 stacks of skeletons, then you can just leave it for neutral units. And you don't need to teach me how to determine the order. Or should I give you a link?
Judging by what you wrote, you're the expert. And, in general, fighting fairies against zombies is somehow easier than fighting giants against giants with the same speed, but in general, skeletons are just a suitable example, nothing more; there are enough similar ones, I think you can figure it out yourself.

I'm not teaching you, I'm explaining the pros and cons of numbering.
Added 2 minutes ago
Okay, Max has two opinions, mine and the wrong one, and Leader just reads between the lines, so the dialogue is pointless for now without constructive input.
Since you didn't understand my opinion, who are you exchanging them with? Yourself? I advise you to figure it out before answering.
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13 years ago
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There are moments like: wait, defense, morale, new round. These need to be considered by the player, not by the program. And, of course, remember them.
Give me a tutorial, and if it doesn't fit in two lines, we'll talk.
Ho-ho, this is when someone who doesn't play online starts telling those who do play regularly what matters and what doesn't. That's funny.
And playing online probably also affects the turn order, right? As well as morale and defense, probably, ho-ho.
And let's immediately create a skill tree for all heroes! Why waste time? Is it pointless? Doesn't it matter? Let's keep dreaming.
And let's add commanders, new cities, and new units, because these are so boring! And we can also add something related to the mafia. It definitely won't hurt, and it won't solve anything.
I immediately supported the guy who suggested something like a skill tree. As for everything else, I am a staunch opponent of these changes.
Have you considered that your next unit might be completely surrounded by enemy units (deliberately) and, by attacking them, you might die, and your next unit's turn won't reach the one that the first unit attacked, and so on, but the point is clear, and believe me, the confusion that results is interesting.
Well, yes, maybe. I just don't like solving problems that are obviously solvable, where the solution is known... But in this case, I won't impose my opinion; I agree that, in theory, it could be interesting, which casts doubt on the usefulness of the innovation... But for myself, I would still install such a mod
In reply to R55Max
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13 years ago
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R55Max
Judging by what you wrote, you're the expert here. And generally, agree that fighting fairies against zombies is somehow easier than having giants fight giants with the same speed, but skeletons are just a suitable example, nothing more. There are enough similar units, I think you can figure it out yourself.

I'm not teaching you, I'm just explaining the pros and cons of numbering.

Since you didn't understand my opinion, who are you exchanging it with? Yourself? I suggest you figure it out before you reply.
1. I only see one drawback: "I DON'T WANT TO" and no constructive input.
2. This is a forum, not just you and me chatting. Others will come, read, think about it, and there will be constructive discussion. It's pointless to expect it from you...
In reply to Lider1
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13 years ago
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Lider1
We could also add something related to the mafia. It definitely wouldn't hurt, and it wouldn't solve anything.
Like thief attacks:smile24: :D

Added 5 minutes ago
Ment
It's as if remembering such things is something incredibly difficult, haha. If a unit has already moved once, not to remember the order... I don't even know... If that's all there is to it, then these things, which don't require skill, should be done automatically, so as not to turn the game into a meaningless routine.

Knowledge? Well, that's just great, so there are some other features besides the unit's position relative to the top of the map at the beginning of the battle and its speed?

A mega-genius process. Let's also remove the turn order scale for heroes and the color of the arrows, and we'll just have to remember who moved how many squares. Information about the growth in the castle: why, that's an interesting process, counting how many creatures you'll have next week. And also taking into account the citadel or castle, external dwellings, weeks of plague, etc... That's where there's plenty of room for budding mathematicians!
That's just utter nonsense.
Knowledge is needed. All of this is in the game's description and the summary information placed in the physical manual. The only thing I would like to read somewhere is the algorithm for unit behavior on the battlefield (for each one individually), at least as described in Heroes of Might and Magic V.

Added 3 minutes ago
Lider1


Let's just add a skill tree for all the heroes right away!
That would be helpful, like in HoMMV, there's a mod called "Skill Wheel" where you can view and choose the desired skill in skill-up mode.
In reply to Ment
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13 years ago
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Ment
Write me a tutorial, and if it doesn't fit in two lines, we'll talk.
I really don't need to write tutorials for you :D
Ment

And playing online probably also affects the turn order, right? Just like morale and defense, probably, ho-ho.
I understand that you're good at explaining things verbally. But actually playing and talking about it are different things, just like carrying sacks. Until you play at least 100 games and find yourself in a similar situation, there's nothing to argue about.
Take, for example, the rule about having 2 damage dealers. Players don't always follow this rule, and not because they intentionally do so, but because they're doing a lot of other complex things and simply forget in the heat of the moment.
But this is an elementary routine, so they must be fools, right? How can they forget something like that?
Ment

And I immediately supported the guy who suggested something like a skill tree. And regarding everything else, I'm a staunch opponent of war golems.
Good for you. It's clear you know what you're talking about :smile20:

Added 2 minutes later
It's hard to argue with theorists who have played 1000 battles and won 1000 of them :D. And there's no need to
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13 years ago
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I think that when one player's skill is leveled out by the software, it's completely wrong. Even though Vicc says that in this case, you need to develop other aspects of your skill, I don't agree with him.
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13 years ago
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For those who are confused, let me explain it simply.

The numbers above/below/in/behind the units do not affect the gameplay, but HD+ ALREADY breaks it, at least by changing the skill tree. So at the very least, it won't get any worse.

Added after 55 seconds
Dirty_Player
I think that when the skill of one player is leveled by software, it is completely wrong. Even though Wick says that in this case, you need to develop other components of the skill, I don't agree with him.
Let's go back to pure SoD?
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13 years ago
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I understand that you are good at talking.
What do words have to do with it? Are you demanding real proof of the theory's simplicity in this matter? Or what are you suggesting I prove in practice? That such things don't represent a scientific interest for me (as I mentioned earlier, I'm clarifying that this applies specifically to me, and I'm not generalizing to everyone)? Or did I miss some other point?
In reply to Vatya
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13 years ago
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Vatya
1. I only see one drawback. "I REALLY DON'T WANT TO" and no constructive input.
2. This is a forum, not a private chat between you and me. Others will come, read, and offer constructive feedback. It's pointless to expect it from you...
Well, you're quoting my messages, not your own, and I rightfully demand an answer from you for what you wrote in response to my messages. Don't twist things around with unnecessary chatter, stick to the topic of discussion, others will come and read.

Your initial constructive input was written like this:
No problem at all, players should also be responsible for leaving units, they should also manually buy units, understand where to move, manually cycle through heroes and cities, should I continue?

No problem, I can set the graphics to minimum with any opponent, disable hardware acceleration, and go to my neighbor for a notebook and pen to draw the battlefield and record which stack goes where and who will move in what order (especially with those who object here, that's what I'll do)...

The essence of the mod is to simplify already simple things.
What is this chaos in your speech? The conversation started about the situation in battle. Then you added to the post:
Okay, forget about cons and clues, not everyone knows the turn order in these structures, but what's wrong with just the battle?
What does "forget about them" mean? These are important details, and yes, not everyone knows how to take them, let alone do it perfectly. Vic once held a tournament on taking cons, and there were very big differences in the attempts, although quite strong players with significant gaming experience participated.

The same applies to the tactics of playing in battle, both with different troops (like Tier 3 units) and how to act in battles with equal stacks in equal situations. You don't seem to understand the essence, you just reject criticism in the name of your own views.

In my opinion, it is unfair that the ability to determine the turn order, remember it in battle, and take into account all influencing factors is an unnecessary part of the game that should be eliminated!
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13 years ago
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I'm a low-level player, but in my opinion, all these additions to the game make it too easy. For example, the autobattle sometimes fights in a very cheesy way; if I disable it and replay, I often lose more than against the computer. And if you add all sorts of additional combat enhancements, it will be easier for experienced players to play manually, but it will never allow players like me to develop skills, or they will develop them too slowly. Marking all stacks will make players think less, but Heroes was conceived as a strategy game. Although, given that there is now this chess timer, such marking would make sense. For example, make it so that stacks can only be marked when the timer is enabled. But again, this is just my humble opinion.

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