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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
It's not entirely clear how the developers originally intended this to work. The property itself was likely not added by accident and is probably not a bug (just like the fact that psychic elementals deal half damage to creatures immune to mind control isn't a bug), but 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.
Thanks for the explanation; I thought it was a clear error in the code, like with the neutral zones.
heroes3.tv/juristis
ICQ - 488-784-621, skype - juristis18

Весна 2014.
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and are there no bonuses to morale (or anti-morale) from the creatures themselves, the terrain, etc.?
In reply to JintoLengley
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JintoLengley
are there no bonuses to morale (or anti-morale) from the creatures themselves, the terrain, etc.?
Creatures... Angel/Archangel +1 to the morale of all troops, Bone/Ghost Dragon -1 to the morale of all enemies. Minotaurs always have positive morale, regardless of who they are with and who they are against. Hobbits always have positive luck, and Devils/Archdevils reduce the enemy's luck.
Terrain. Holy ground gives +1 morale to good creatures and -1 to evil creatures, while devil's fog does the opposite.
In reply to Dirty_Player
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Dirty_Player
Creatures... Angel/Archangel grants +1 to morale for all troops, Bone/Ghost Dragon grants -1 to morale for all enemies. Minotaurs always have positive morale, regardless of who they are with and who they are against. Hobbits always have positive luck, and Devils/Archdevils reduce the enemy's luck.
Terrain. Holy ground gives +1 to morale for good creatures and -1 for evil creatures, while devil's fog does the opposite.
Dirty, you forgot to mention cursed ground.
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I meant the chance itself, like, for example, those gnomes in the Fortress are much more likely to appear than the insects in the Hive, even though the chance should be the same in both.
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This is random, and gnomes generally survive for more rounds.
In reply to Sav
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Sav
It's not entirely clear how the developers originally intended this to work. The property itself was likely not added by accident and is probably not a bug (just like the fact that psychic elementals deal half damage to creatures immune to mind magic is not a bug), but it's possible that it was mistakenly assigned to the wrong artifact or was forgotten when artifacts were assigned prices and levels – it's hard to say for sure.
But it's obvious that in the editor and manuals, it's only assigned the property "increases morale by +1".
The artifact is located in a row (in the editor) among the treasure class, and it follows the order: three artifacts for luck, three artifacts for morale.
The artifact can be given at the start (only treasure artifacts are given).
The prices for the artifact on the markets correspond to the treasure price. Therefore, there is evidence that this is a treasure artifact. With properties similar to other artifacts from this class, but in a single direction: either protection from forgetfulness, or from hypnosis, or from berserk. If it's protection from some kind of magic, then it's protection from one type.
But the image of the artifact itself in battle points to a bug. If the pendant against berserk simply prevents it from being cast with a corresponding message in battle, then when berserk is cast on a hero with the courage icon, there is no prohibition, it can be cast, mana is spent, but there is no effect. At the same time, when you cast it on the supposed unit, the blue outline around it is not displayed as it should after other casts. That is, there are a lot of buggy manifestations. In my opinion, they simply mistakenly copied the entire code for protection, which was somewhere nearby.
It is incorrect to draw an analogy with psychic elementals. With elementals, there are a lot of features with vulnerabilities, immunity, which, nevertheless, fit into the model that mind magic is less effective against mindless creatures, undead, or similar ones.
For example, I am more interested in the fact that rings of life with the same property belong to different classes.
In reply to rebellious
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Hello everyone. Especially to rebellious, whom I met in GameRanger, and who brought me here, but I only registered just now, because before that, I was already getting answers to all my questions from existing posts on the forum. I'm describing a problem with the HD mod, which is probably not a bug, and you can all help clarify it. I've been playing Heroes 3 Complete online in GameRanger for several years now, and almost immediately, on the advice of the locals, I installed the HD mod, with which I've already played dozens of games, including as the host. This mod is a wonderful thing! But periodically, some players, as I understand it, only those without the HD mod, cannot connect to my game, or I cannot join theirs. I had to disable it, we would connect, and I would start a game that was no longer as enjoyable. Most often, I play with Russian-speaking regulars of GR or with my list of friends, most of whom have the HD mod installed. But lately, I've been playing at night, and I have to play with foreign players, and that's when the problems start. It's inconsistent. In short, I just updated my mod to version 3.55, and I can't connect to any game with the mod enabled. I connect to the game, I see what the other players are writing in the chat, but they can't see me, and I can't load the game. Everyone gets impatient. There is no firewall. Everything works when the mod is disabled. I disable it by renaming Heroes3.exe to Heroes3_.exe and back, for the regular version and the HD mod. I would really appreciate your help in resolving this issue. I also think that a complete FAQ is missing on the mod's website, with answers to basic questions. Also, please tell me what the fundamental difference is between the two versions of the HoMM3 HD mods, 3.55f and 2.98f.
In reply to Juristis
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Juristis
By the way, when will they fix the bug with the Badge of Valor, which, in addition to +1 to morale, also gives protection against spells that affect the mind? This is no less important bug than the refugee camp or neutral zones.

Wow, I've been playing for so long, and I didn't know that :smile07:

I think it would be logical to fix it by leaving only the +1 to morale.
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rebellious
But it's obvious that in the editor and manuals, it's only attributed with the property of "increases morale by +1".
Well, not all of the properties of psychic elementals are described either. However, there is logic in the fact that the courage icon makes troops resistant to psychic effects.
rebellious
The artifact is located in a row (in the editor) among the treasure class, and it follows the order: three artifacts for luck, three artifacts for morale.
The artifact can be given at the start (only treasure artifacts are distributed).
The prices of the artifact on the markets correspond to the treasure price. Therefore, there is evidence that this is a treasure artifact.
In the editor, artifacts are arranged in ascending order of their in-game ID. And yes, it's a treasure artifact, and that suggests there's some kind of error. But what it is is unclear. And most likely, the error is not in the presence of the property, but in something else - the property is clearly and correctly defined. Perhaps removing the property would be better for the game, but this is not a bug fix, but simply a change.
rebellious
But the image of the spell itself in battle particularly points to bugginess. If the berserker's amulet simply prevents him from casting with a corresponding message in battle, then when the berserker is cast on a hero with the courage icon, there is no prohibition, it can be cast, mana is spent, but there is no effect. At the same time, when you target a potential unit, the blue outline around it is not displayed as it should be after other spells. That is, there are a lot of buggy manifestations. In my opinion, they simply mistakenly copied the entire code for the protection, which was somewhere nearby.
It's just that berserk is an area-of-effect spell, even a basic one, and when it's cast, it only affects 1 hex. Therefore, it can always be cast on an empty space or on your own unit, just like with a fireball, for example. The icon has nothing to do with it - it simply gives immunity, and correctly so - when a fireball (or even a berserk) is cast on an ifrit, the effect is exactly the same. And the amulet works the same way, I'm almost sure, I'll check it later.
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I'll answer about Berserk, as I've encountered this many times:
If the enemy hero has an artifact that protects against spells affecting the mind, then when attempting to cast such a spell (in particular, Berserk) and the option to display the spell's area of effect ("Cursor Shadow") is enabled, we will see that the enemy units are not highlighted. This is very useful because it helps to understand that the enemy has a corresponding artifact, and to cancel the spell by casting something else.
Воскресайте, камінні душі, Розчиняйте серця і чоло, Щоб не сказали Про вас грядущі: їх на землі не було…
(Василь Симоненко. Люди – прекрасні)
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This applies to the Berserker, but it's true for any area-of-effect spell, rather than one that affects the mind (and also doesn't have a blue border).
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Berserk can also be cast on your own units, so even a trinket will allow you to cast it into an empty space.
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I think I know where the problem lies. :)\nMarmot was right, but he didn't quite finish his thought, at least that's how I understood it. I also mentioned this, but somehow the information isn't getting through.\n\n\n\n\n\nMoreover, after casting Berserk and having artifacts equipped, the information in the status bar completely disappears. And when other magical amulets are present, a message appears saying that you cannot cast this spell, but in this case, there is silence. Perhaps we should look for the solution here.
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You are absolutely right – as I said, Berserk is an area-of-effect spell, and all its mechanics work like other area-of-effect spells. If you place Fire Elementals on the left and cast Inferno instead of Berserk, it will look exactly the same.
Messages pop up immediately after selecting the spell in the spellbook in 4 cases: about cursed land, about the Cloak of Rejection, and about the Red Sphere (unique messages in each case), as well as "The spell will not affect anyone!" if it really doesn't affect anyone (taking into account artifacts, creature affiliation, etc.) and is not one of the first three cases (but there is a bug here – if there is only one target for the sacrifice and it can be both sacrificed and resurrected, there will be no message, but it will simply not be possible to choose a second target for the sacrifice). Another message may appear when casting Clone if there is no space for it, while mana and casting are still spent, but this is very rare.
It seems that these aspects are quite clear; where else should we look?

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