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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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rebellious
That is, the shackles don't work for the AI.
They really don't work in an AI vs. AI battle. There, whether the loser escapes or not is determined randomly: 60% chance of escaping and 40% chance of not escaping.
In reply to Sav
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Sav
They really don't work in AI vs. AI battles. There, whether the loser flees or not is determined randomly: 60% chance they flee and 40% chance they don't.
Here's how it is. So, now you need to disconnect if you're attacked while shackled. And I also saw in this interesting game how the computer attacked neutral creatures and got killed, which is also rare :eek:. Well, here's another bug: when in a computer battle, artifacts are transferred to the loser through a teleport! :D
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baratorch
Yes, I saw that, it exists.
We'll fix it, but for now:

It would also be great to fix the display of heroes in the tavern on the first day of the game. It's a really bad thing.

And also, not so long ago, someone asked me if I knew how to remove the black bars on the sides in the ND mod, so that the resolution would be like in the original Heroes, filling the whole screen. I didn't know what to tell him. Is this even possible?
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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When playing versions 346 and 348, synchronization issues do occur...
Even in 3.47 HD+, I needed to make the network incompatible with earlier versions because the battle calculations had changed. But I forgot.
In 3.48 HD+, I needed to make it incompatible with previous versions again (because the battle calculations had changed compared to 347 and 346). But I didn't bother.
I'll do it in the next version.
Lider1
If they could also fix the display of heroes in the tavern on the first day of the game. It's a really bad thing.
I don't understand what you're talking about. I guess I'm not aware.
And also, not so long ago, some guy asked me if I knew how to remove the black bars on the sides in the HD mod, so that the resolution would be like in the original Heroes, filling the entire screen. I didn't know what to tell him. Is this even possible?
If he has bars in 16-bit, 32-bit GDI, or 32-bit True Color modes,
then he either needs to choose a game resolution equal to the physical resolution of the monitor, or he needs to tinker with the video card settings.
But in this case, there should be bars even with the original game.

If he has bars in 32-bit MMX (stretchable) or 32-bit True Color (stretchable) modes, then this means that the game has a resolution selected with an aspect ratio that is not equal to the aspect ratio of the desktop resolution. The launcher offers non-standard resolutions with an aspect ratio that matches the screen for selection.
In these modes, bars appear when the aspect ratios do not match, which is inevitable, as the image in the game is stretched PROPORTIONALLY.
All video cards (if using default settings) stretch the original 800x600 (4:3) to the required size, for example, for widescreen monitors 16:9, NON-proportionally to fill the entire screen, which distorts the image by stretching it horizontally – that's BAD!

The beauty of (stretchable) modes is that you can choose a resolution smaller than the physical one without distorting the image in full-screen mode.

It is not necessary to use the proportional resolutions offered by the launcher; you can calculate your optimal resolution using the proportion: video lesson (mathematics, 6th grade).
If you need a flattened, distorted image with a non-standard resolution, then HD won't help.
rebellious
Well, here's another bug: it's when in a computer battle, artifacts are transferred to the loser during teleportation!
Actually, this is not present in HD+.
HoMM 3 HD:

последняя версия - 5.0 RC96 (19.09.2020)

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

полное подробное описание
In reply to baratorch
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baratorch

I didn't understand what you were talking about. I guess I'm not in the loop.
Sav
I can definitely say that during the opponent's turn, the inactive player's information about the opponent's newly purchased heroes is updated, but the information about the heroes' armies is not updated. Also, heroes who arrive in the tavern with a single unit have a normal starting army at the beginning of the first turn, which is only replaced with a single unit when the hero appears in the tavern, i.e., during the first turn, the blue player sees that all of the red player's heroes have a starting army, because the information about its replacement with a single unit has not yet reached him.

From all this, we can assume that the hero with the strongest starting army is highlighted, which would be the case if it hadn't been replaced with a single unit (with a slight influence of the hero's attack and defense). This, of course, should be tested, but I don't think any other result will be obtained, especially since it is impossible to determine exactly what the army was before it was replaced with a single unit.

For online play, this is VERY IMPORTANT, it seems like a small detail.
Sometimes a great hero appears in the tavern, for example, Galtran, Gunnar, Shakti, etc., and you don't want to show him to the opponent in the early days so that he doesn't restart.
For this, you have to quickly buy him, immediately move him up, pick up the army, give him a quick single unit, and send him on a journey. So that the opponent doesn't understand anything. But it turns out that all this is in vain, because the hero is revealed not by his current army, but by his starting army, as Sav said. That is, even if you give the entire army to some weakling, and the last hero, Galtran, rides out on a skeleton, the opponent will see Galtran in the tavern. This is very bad.

baratorch

All video cards (if using default settings) stretch the original 800x600 (4:3) to the required sizes, for example, for widescreen monitors 16:9, NON-proportionally to the entire screen, while the image is distorted, stretching horizontally, which is - EVIL!

He needed that evil :) )))
That's why I asked if it was possible to enable such stretching to the entire screen in HD, as in the original, or not.



Yes, things like possible desynchronization when updating the version must be announced, and it is even better to duplicate them in the topic, there is a lot of frustration in online games.
The same applies to incompatible passwords/saves with new versions and generally incompatibility with older versions :(

Added after 39 minutes
By the way, I have a 1680-1050 widescreen monitor on my desktop. I turn on 32-bit True (stretchable) mode with 1062x664, and everything is OK with the resolution in the game.
And if I want it to be smaller, around 800-600, then there is not even an option to choose such a resolution. (885x664 with black bars is the same as 800-600) In general, the option to choose in the menu was by default with 8xx-6xx, but it disappeared somewhere.
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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Updated and uploaded the 32-bit version (stretchable). When I switched to fullscreen mode, the cursor disappeared. The map could still be scrolled with the mouse, but the cursor was not visible.
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He actually needs EVIL )))
That's why I asked if it's possible to enable the same full-screen stretching as in the original game in the New Dawn expansion, or not.
By the way, I have a 1680x1050 widescreen monitor on my desktop. I enable the 32-bit True (stretchable) mode with 1062x664, and everything is fine with the resolution in the game.
But if I want a smaller resolution, around 800x600, there isn't even an option to choose that. (885x664 with black bars is the same as 800x600). There used to be an option in the menu by default for 8xx-6xx, but it disappeared somewhere.
Either I don't understand something, or you don't.

Let's say we have an image of 864x664:



We need to stretch it to 1366x768.

1.) We can stretch it while preserving the proportions like this:



2.) Or without preserving the proportions like this:



But the (stretchable) mode allows you to change the original resolution while keeping the same height of 664.
3.) The result of proportional stretching from 1181x664 to 1366x768 looks like this:



Option 2.) is not available in (stretchable) mode, but can you really prefer that monstrosity (2.)) to option 3.)?

A fourth option does not exist! That is, it is impossible to have neither equal proportions nor proportional stretching without black bars, except perhaps in some other reality.

If you still prefer the monstrosity (2.)), then please:
choose NOT (stretchable) mode and one of the STANDARD resolutions.

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Yes, things like possible desynchronization when updating a version must be announced, and it's even better to duplicate it in the forum, as there is a lot of frustration in online games.
The same applies to incompatible passwords/saves with new versions and general incompatibility with older versions.
I understand.
But I couldn't have predicted the desynchronization, and if I exclude it with incompatibility, then frustration number 2 appears.
HoMM 3 HD:

последняя версия - 5.0 RC96 (19.09.2020)

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

полное подробное описание
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baratorch, in-game resolution 864x664, the result is in the picture. The modes are 32-bit MMX (stretchable) and 32-bit True (stretchable) respectively. Desktop resolution is 1680x1050.
Maybe I didn't understand something...
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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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The game crashed while attempting to create a map in the online game. Update:
RoninHW
Updated and set it to 32-bit True (stretchable). During my turn, when in fullscreen mode, the cursor disappeared. The map could be scrolled with the mouse, but the cursor was not visible.
This happened during that game.
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Another question. Why not add the option to see the opponent's timer?
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Frol off
The game crashed while attempting to create a map in the online game.
Oh yes, that's the very bug! :) I used to encounter it only in HotA, but now it's clear that it's a bug in the original game.

The bug occurs when generating a monolith, apparently because it's placed too close to the edge of the zone and tries to place a monster outside the zone. Now it's clear that this is a bug in the original game. It manifests very rarely, but now at least it's clear in which direction to dig to fix it.
In reply to Dirty_Player
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Dirty_Player
Another question. Why not add the option to see the opponent's timer?

And at the same time, fix the timer display :D. Show not only 60 minutes, but all the remaining time.
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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Dirty_Player
Another question. Why not add the option to see the opponent's timer?
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