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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 Lider1
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Leader1
Give us slogans: "I will not play those HD+ versions where they give gems in nagabanks! Because it looks like BT! And BT is crap. But I love classics, SoD!"
Well, titans are cool, no argument there. And no one is forbidding anyone from playing, say, 2.98 without the plus versions.

The issue here is a bit different... HD+ has become (or is becoming) the standard on HW and in the CIS. Gems in nagabanks, however, are a small but deep gameplay change, not 100% accepted even by HW players, let alone the potential reaction from fans of the game in other countries. That is, there is a risk of losing universality and global appeal. Is it worth it? Personally, I can't figure it out myself...

A poll on HeroesWorld (even if it shows 100% in favor of gems) is meaningless, as it would not be representative.
And no one is forcing you to update
Well no, we will cut and cry, but we won't stop eating the cactus :)

P.S. Let's all unanimously ask Baratorch to add a checkbox for building 2nd level? (I'm almost certain that in half a year to a year, the option will no longer be needed. But tactically, it's correct to let players test it out, grumble a bit—purely a psychological moment;))
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Как сделать так, чтобы в подписи картинка рейтинга была кликабельной?
In reply to dom2
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dom2
P.S. Let's all ask Baratortcha to add a checkbox for building the 2nd level structure?
and three stacks? :D
In reply to Dirty_Player
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Dirty_Player
and three stacks? :D
And upgrading pits without a guild...
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By the way, I liked this feature in the Witch Hut: you either buy or decline a skill. I don't know how many people would agree, but I think it would be good to introduce it for 1000 gold, and also add 500 gold to the free skill upgrades.
In reply to Dirty_Player
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dom2
P.S. Let's all ask Baratortcha to add a checkbox for building the 2nd level structure?
Dirty_Player
and three stacks? :D
It would be better to ask for 2000-10000 gold to be given at the start on 160% difficulty, because it has become too easy to play lately, especially since if 2k appears, you can always restart :)
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Haha)) Dom2, you really dropped your "ps". I see that some people have actually taken it seriously.)))

In my opinion, the sulfur was changed to gems not to buff the tavern, but because each money-generating building now provides a resource in the form of a protected unit – a beast lair provides mercury, a gnome mine provides crystal, and a medusa lair provides sulfur. That's it. It's simply because that's how it should be. But for some people, this sulfur and gems in the nagabanks are a cult topic. A sacred taboo.
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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Haha)) Dom2, you really threw in your "ps." I see some people are actually taking it seriously.
I made a completely serious suggestion. Either way, this isn't a change to the gameplay – it's just that the second stack doesn't always appear, but it does sometimes. It will simply reduce the number of unplayable scenarios. Plus, this change will be easily understood by people who are just starting to play online. If you want, this is also an interface change, but gems in the Naga – that's not:

P.S. Personally, I really like the gems in the Naga banks (and personally, I will easily accept any decision on this issue), but – this is a more global issue than my preferences... What's important is the "step-by-step" policy of implementation, and it should be optional for key points...
ICQ601845540

Как сделать так, чтобы в подписи картинка рейтинга была кликабельной?
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baratorch has a few small ideas.

To save time, automatically suggest taking gold from the chest

Show how much an upgrade will cost in terms of money and resources.

And if it's not too much trouble, then this
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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Who doubts that gems are given by the Naga bank in vanilla HoMM3? Open the editor, go to the section with all objects (where dwellings are listed at the beginning), find the Naga bank, right-click on it, and enjoy the description about gems. If anything, this information has been around since RoE, and possibly even since the beta version of HoMM3, because, for example, you can see an early overpowered version of 100 guard creatures and 5 angel rewards (and other fun data in other descriptions). An obvious game design choice is to give resources in banks that are related to the 7th-level creature of the same alignment as the bank. If anyone remembers, the Human faction in RoE (and the Undead faction similarly) had 5,000 creatures without any resource cost – their bank didn't give any resources. The Barbarian and Swamp factions, as neutral alignments (i.e., with their own specific features), had a different mix of rewards, even though resources were needed for the 7th-level creature (but they repeated existing ones, so their banks were also specific), and, unlike other factions, the Barbarian and Swamp factions cost 0 resources without an upgrade and 1 with an upgrade (other factions, except for Humans, cost 1/2 resources). The Undead bank is a whole other story (but again, their resource was already used, and the creatures were weaker and cost 0/1 resources). Therefore, all these things are dictated by a certain connection and symmetry in the balancing of the cities, and sulfur in the Naga bank is complete nonsense in this context, which is why people say it's a bug. For English-speakers. To find whether gems are primal for the Naga bank or sulfur, open h3maped, find the Naga bank object (the section where dwellings are), and right-click it – you'll see gems for the Nagas, and other RoE-stuff in many descriptions (like 100 griffins in the Citadel and 5 angels as a reward). So, resources in banks have a specific place in the game designer's idea, which tends to balance all the possibilities among different alignments (factions). And sulfur is a bug.
Инфа о разных моих проектах, по большей части геройских, тут http://phomm.narod.ru
In reply to Dark
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darkello
In general, the deliberate use of berserk is a problem because it creates unfair situations in the game. For example, in a 2v2 match with Nami, it shouldn't just be banned because it's a real bug; there should be a penalty for using it.
So, it seems you didn't have a berserk unit and couldn't use it even unintentionally (although I don't even know how that's possible), and whether it's a bug or not is already a minor issue. But bugs of this kind are the same for everyone.
Mareti and others, of course, surprised with their archaic stance on gems in the Nagabanks, saying that "it has always been this way." Maybe it was that way for them. Open any manual or map editor and look at the properties of the Nagabank object. But baratorch consistently adheres to his position on fixing bugs, and with additional mod features for those who like bugs: HD+ - with fixed bugs, otherwise - there's HD, regardless of the version! In my opinion, that's comprehensive. And it's universal. And the game should get rid of bugs. And someone is talking about global disruptions? :D Please provide a quote. The Chinese opinion is especially interesting.
And there are countless bugs in SoD. For example, no one criticized me when gems were generated in my Nagabank. Not once! A couple of times, they just noticed it, but that's it, and without re-generation. But here, over and over, you hear that this bug is "good" and should be left in :rolleyes: (maybe at the end, when all the bugs are fixed, we'll get to the ballista and the ranged towers). And this probably strengthens the tower by only 0.0...%. The timer really changes the gameplay, but its use is regulated by the rules and the player himself, so it's not critical. Although it wouldn't hurt to modernize the timer. And you need to be very careful with such gameplay changes. First, you should fix the bugs.
And with a built second level, the variability and randomness of SoD decrease, and although Verdishka and Rion will no longer be so hated, it will be so boring.
[+] (author - Sav) fixed a bug in the original game: a flying creature skips its turn in battle when clicking on an enemy stack within range if it is impossible to fly to it due to obstacles.
I noticed a similar bug with ranged units. Only I thought it happened because of clicking on an obstacle. It is very likely that they have the same origin.
And of course, there are always those who panic about neutral zones - they definitely wouldn't have noticed that.
And while I was writing, two updates came out! :smile11: Now that's the pace!
In reply to rebellious
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rebellious
With the second level built, the variability and randomness of The Shadow of Death decrease.
In my opinion, the variability is lost precisely because the second level is not present by default, and The Shadow of Death already has plenty of randomness without it.
In reply to rebellious
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I want to express my great appreciation to Baratorchu for his work. Regarding the gems in the Naga banks: +. Firstly, it's logical, and secondly, that's how I started playing with ROE, and I have fond memories of it. Another point: perhaps we could consider bringing back bad luck. It doesn't seem to work very well now, but it would be interesting. And some more far-reaching ideas: at least make three stacks always start, and reduce the number of some specialists: Galttran, Shakti from the start. And also, and also, and also...: I remember there used to be a time market that didn't work, it would be cool to fix it and launch it (but I feel this is a topic for deep discussion), and if anyone remembers, in the very early ROE there was the possibility to change the week for 1000 gold in the Tower of Astrologers. That was also good for randomness. I found such a tower in the first week and spent 1000 and got +5 Rukh for the Barbarians, I was lucky, or I would have gotten a week of Ifrits or just a rabbit)). That's another element of randomness.
ICQ: 564224919
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The first game on version 3.51 is already out of sync. :(
In reply to JustObserver
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JustObserver
In my opinion, the variability is actually lost due to the absence of a second level by default, and there's no shortage of randomness in Shades of Darkness anyway.
A second level isn't absent by default in Shades of Darkness. Instead, all neutral towns have a second level built.

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