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

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They have already been removed. In patch m200.
Не бійся коли ти один, бійся коли ти нуль.

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But the patch only works for M200, right?
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The hardest battles are fought in the mind
In reply to shameonyou
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There’s no need for a patch; this should already be implemented in the game to create a unified gaming environment. Otherwise, some players will do it one way, others another, and it will just create confusion.
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In reply to Toganash
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Toganash
It shouldn't be in a patch; it should already be implemented in the game to create a unified gaming environment. Otherwise, some players will do it one way, others another, and it just creates confusion.

Yeah. The only problem is that changing it at the rule level is kind of forbidden :D
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За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Toganash
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Toganash
No need for a patch; it should already be implemented in the game to create a unified gaming environment.
Who decides what should be implemented in the game? We already have one game where everything is implemented.
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Screenshots are below. But they are really annoying. They ate up the value of 2 resps. There could have been goodies instead. Proposal: either scrap them or create a rule that allows balancing the situation. Right now, it doesn't matter how many you've opened—you dig the treasure after the 5th one, when you don't even need it. But if digging were allowed after NN number of openings—for example 10—there would be an option for development via the Grail. Why not?





Даже если вас съели - у вас два выхода:smile19:

Зима 2011-12.
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Let's play a game with 3 or 4 players. When joining the game, this message appears:
http://gyazo.com/dbb5e53ac7ae8b33bc84407d8f2c8cf4

A couple of weeks ago, everything was working fine.
Не бійся коли ти один, бійся коли ти нуль.

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In reply to Javdet
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Javdet
Below are screenshots. But they are really annoying. They devoured the value of 2 respawn points. Instead of them, there could have been some good stuff. Suggestion: either remove them completely or create a rule that allows balancing the situation. Right now, it doesn't matter how many you open – you dig for treasure after the 5th one, when you don't need it anymore. But if you allow digging after a certain number of opened ones – for example, 10 – there will be an option to develop through the Grail. Why not?
Play with the standard templates with the m200 patch; you won't have this kind of luck.
In reply to Javdet
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Javdet
Here are some screenshots. But they really annoy me... Why not?
Come on, really. :p Here, the problems are immediately solved by suggesting map options. And I enjoy figuring out where to dig. For discussing the rules, visual aids are helpful. You could even suggest digging even after the first obelisk. On maps with AI opponents, the AI doesn't wait, and if it gets its hands on the Grail, it will dig until the very end. (By the way, there are also false digging spots, just like with players). And setting the Grail after the 5th week, or making it discussable (or allowing the Tower to dig earlier - before winter arrives :) or setting it earlier) could be options.
In reply to Dirty_Player
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Dirty_Player
Who decides what should be implemented in the game? We have one game where everything is already implemented :D

For example, I don't play with the m-200 patch on standard templates. For me, it was only an addition to the Tournaments, and for many others as well. If the more authoritative players, or those who represent the interests of most of them, ask for it, I think he will do it. I would feel more comfortable playing, knowing that everyone is playing like that, and not having to use the m-200 patch. All patches are opportunities, and yes, they may even precede the introduction of changes, but very often they only serve as an excuse for empty conversations.

I don't remember any game where the Grailm was found, let alone that it decided anything in the game. And even if there are those who say the opposite, I will answer immediately: these are isolated games, or on specific templates. So, let there be a patch for the presence of obelisks for them.

Added 4 minutes ago
And I think the number of rests will decrease immediately. There are many examples where a damn obelisk is at the exit of the Castle, and next to it there is a bunch of junk and a v-o-o-o-t such a large guard.

Added 14 minutes ago
Or reduce the value of these obelisks to 0, and specify the time in the rules for digging them up. Then the game can really become more interesting. Perhaps opponents will start actively visiting free obelisks in order to dig them up together at the appointed time.
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The Grail induces primal fear. It's deeply ingrained in the subconscious. The reasons for this fear are hard to explain, but they are justified by the argument that "IT HAS ALWAYS BEEN THIS WAY!" (Similar to a "super-cheating Loins" with a prayer).
The Grail, in its current form with the 5-week limit, is essentially a soft ban. After all, in 90% of cases, the game will simply end BEFORE that date. In the remaining 10%, I'm sure there will be something else to do rather than simply skipping turns with heroes, digging, and losing momentum.

Personally, I am against the Grail in Conquest and Tower maps. Otherwise, dig away.

In general, it would be more logical to move the Grail-related questions to the topic of discussing the rules of online games, come to some common decision, and then ask Baratorcha (if necessary) about something. Rather than cluttering the section intended for the technical aspects of the mod itself.

Added 5 minutes later
Dirty_Player
But who decides what should be implemented in the game? We have one game where everything is implemented :D

That's true. But it's been removed from the rules. There's value in it, but it's useless. It's inconsistent.
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За то что нейтралы не бегают за единичкой, для меня это уже стоит того
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Obelisks are just experience and skeletons. And simply interesting blocks. I don't believe in their mythical value; the difference in respawn points based on the value of the contents can be so huge that obelisks are insignificant compared to this.
Water artifacts are also a plus; they reduce the imbalance of Utopias, where one player gets 2 artifacts, and another gets 5. Besides, Utopias are often chosen for money, not for artifacts, and they always give money for them.
I don't quite understand why you want to change the SOD (Shades of Darkness) when there's WOT (World of Xeen) under SOD, where all this stuff like 3 stacks, 2 levels, the absence of obelisks and cartographers, etc., is implemented. Play it and enjoy.
In reply to Juristis
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Juristis

I don't quite understand why change SoD if there is VT for SoD
Obelisks are exactly what SoD is. You've just already forgotten about it. If you think that it is
only exp and skeletons
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За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Juristis
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Juristis
Obelisks are just extra experience and skeletons. And they are simply interesting blocks. I don't believe in their mythical value; the difference in respawn points based on the value of the contents can be so huge that obelisks are insignificant compared to that.
Water artifacts are also a plus; they reduce the imbalance of utopias, when one player gets 2 artifacts, and another gets 5. Besides, utopias are often chosen for the money, not for the artifacts, and they always give money for them.
I don't quite understand why you want to change the SOD (Shades of Darkness) when there is VT (Void Tears) for SOD, where all this stuff like 3 stacks, 2 levels, the absence of obelisks and cartographers, etc., has been implemented. Play it and enjoy.
I don't agree about the water artifacts though. :)

I don't understand why digging for the Grail was banned, by the way. It's everyone's right!

лето 2012.
In reply to Dark
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Below is a picture with the grail. To get out, I had to fight through 20-40 groups of orcs; by 8mm6a, almost nothing was left of the starting army. What's next — most likely a rest, but why am I suffering this? Those who play Grove castles encounter this less often, which is why Inferno is good but inconvenient.

I used to play in Vt, but I don't now because there is no morale and creatures have experience, which greatly simplifies the game and makes it uninteresting. Or rather, it's optional, but everyone uses those options there. And sitting in the chat looking for an opponent with the SoD rules I want — it's just easier here: no need to explain anything, straight to the game.
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