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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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In reply to Sav
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Sav
In the original game, the chance for a neutral zone was 25%, i.e., twice as low (if we don't take into account that zones with cities cannot be neutral).

If it was 25% in the original, why did they make it 50% in the new version? Can someone explain this to me?
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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Will anything be done about the freezing issues that players experience, so that it becomes possible to play single-player maps?
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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
In reply to Algamon
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Algamon
So what? What's the point if the game doesn't run at 864x684x16 (original resolution), and the reasons are listed above.
It would be helpful to be clearer. If the reasons are listed, then why ask? And, by the way, what reasons are you talking about? Reasons for what?
In reply to rebellious
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rebellious
It would be helpful to be more clear. If the reasons are written, then why ask? And, what reasons are you referring to? Reasons for what?
I want to launch the game in 864x664 resolution and fullscreen mode. But it either doesn't launch (16-original), or it only launches in a window (16 switch/32 True/32 GDI), or it launches but runs quite noticeably slowly (32 MMX/True (stretchable)). So, I'm asking if there are any tricks to launch it in 864x664x16 (original)?
In reply to Algamon
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Algamon
I would like to launch the game in 864x664 resolution and fullscreen mode. However, it either doesn't launch at all (16-original), or it only launches in a window (16 switch/32 True/32 GDI), or it launches but runs quite noticeably slowly (32 MMX/True (stretchable)). I'm asking if there are any tricks to launch it in 864x664x16 (original)?
If you still want to play in fullscreen mode, why launch it with 864*664 instead of the standard 800*600? The game was designed for standard monitor resolutions with 16-bit color. Everything outside of these parameters (what the mod does) is not achievable in the original game because there are no mechanisms for redrawing pixels, and this will result in image distortion. Heroes is not very demanding on resources and can even run in virtual memory.
In reply to rebellious
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rebellious
If you're going to play in fullscreen mode anyway, why launch it with 864*664 instead of the standard 800*600? The game was designed for standard monitor resolutions with 16-bit color. Anything outside of these parameters (which the mod does) is not achievable in the original game because there are no mechanisms for redrawing pixels, and this will result in image distortion. Heroes is not very demanding in terms of resources and can even run in virtual memory.
At 800x600, there is no stretched menu on the side. All other mod functions work perfectly.
The fact that it runs in virtual memory and is not demanding is already clear. But this does not prevent, for example, animations of archers or the cursor from lagging at 32 (stretchable).
By the way, regarding the bug with buying, is it just me experiencing this?
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After updating to version 3.54, I noticed some oddities with starting and purchased heroes: sometimes, a hero has one basic skill and one advanced skill out of their two initial skills. For example:
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In reply to Niemand
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GoedenDag
After updating to version 3.54, I noticed some oddities with the starting and purchased heroes: sometimes a hero has only 1 basic skill out of the 2 starting skills, while the other is an advanced skill.
Then, while you're at it, fix this bug in the physics engine as well. And it would be good to fix it in the original game too...
In reply to Niemand
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GoedenDag
After updating to version 3.54, I noticed some oddities with starting and purchased heroes: sometimes a hero has one basic skill and one advanced skill out of their two initial skills. For example:

:smile04: :D That's how it should be for the Dimmer
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The hardest battles are fought in the mind
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Damn troll, Dimmer :D
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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Chingis
I have a question.

After using the AUTO feature, the "spacebar" stops working on any object. This means you have to exit the object and re-enter it, which costs 2 movement points.

I used to tolerate it, but now I'm tired of it.

What could be causing this?

Press TAB twice and ESC once. And you won't have to move at all.
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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Hello everyone! Perhaps this has already been discussed many times, but I couldn't find an answer in the discussion threads on the forums. Is it technically very difficult to implement support for "Chronicles of Heroes" in the mod? Or is it simply that the author doesn't see the point in it? It seems they were made using the "The Shadow of Death" engine. It's very interesting to play, but it's a shame for Tarnum.
In reply to zagvazdin
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zagvazdin
Hello everyone! Perhaps this has been discussed many times already, but I couldn't find an answer in the discussion threads on the forums.
Is it technically very difficult to implement support for "Chronicles of Heroes" in the mod? Or is it simply that the author doesn't see the point in it? It seems they were made on the "The Shadow of Death" engine. It's very interesting to play, but it's a pity for Tarnum.
You can play Chronicles as campaigns from "The Shadow of Death" by using "The Shadow of Death" with the mod. This is the easiest way. IMHO.
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By the way, when will they fix the bug with the Badge of Valor, which, in addition to +1 to morale, also grants protection against spells that affect the mind? This is just as important a bug as the refugee camp or neutral zones.
heroes3.tv/juristis
ICQ - 488-784-621, skype - juristis18

Весна 2014.
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It's not entirely clear what the developers originally intended. The property itself was likely not added by chance and is probably not a bug (just like the fact that psychic elementals deal half damage to creatures immune to mind control is not a bug). However, it's possible that it was mistakenly assigned to the wrong artifact or was overlooked when artifacts were assigned prices and levels – it's hard to say for sure.

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