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HoMM3 HD is a mod (add-on) for the game Heroes of Might and Magic 3.Auto-translated
I have a question. Is it possible for the game to compare the host's "rmg" file with its own before generating the map, so that it would be impossible to adjust the desired generation zones in some templates?
I support this suggestion! The same applies to all text files that can change the game.
Also, I have a suggestion: after all the passwords have been entered, they should be saved to a text file so that you can view the saves in a month without having to remember what the passwords were?
Well, on the one hand, the suggestion is good, but on the other hand, there's a text file describing army strength, and it exists in many versions, and everyone is already used to their own. It's not very pleasant to have to adapt to a common template. And in general, don't play with those you find suspicious, or host the game yourself.
I support the suggestion! The same applies to all text editors that can modify the game...
There are several dozen such text editors. And these will only be half-measures (although you have to start somewhere). And it should not only concern text editors, but also the executable file and libraries, and physical memory. And resident programs that can easily access and modify the heroes' memory. The only question is how feasible this is. Dirty_Player
Also, there is a suggestion that after all the passwords have been entered, they should be saved to a text file so that after a month, you can view the saves without having to remember what the passwords were?
That's already the case. There was a post about passwords not so long ago. Or what are we talking about then? And the password system is being improved (I even noticed that the extra space before the closing parenthesis in the file name has been removed). Another thing would be if, instead of a bunch of files, there was one file with a line-by-line indication of the necessary statistics with the date and time, and the passwords themselves. And even with a backup (copying to "My Documents", for example). By the way, passwords are only recorded and added on the host's side, while on the opponent's side, they are overwritten. It would also be useful if the initial save was immediately written to the disk, so that in case of an error during data transfer, the generation would not be lost.
Here's an example. We played a 2v2 game, with 4 passwords. After the game is played and I enter all 4 passwords and open the map in single-player (or hot-seat), it would be nice if all 4 passwords were saved in one file, so that later I don't have to search through the history in ICQ logs if I need to view the saves after some time.
Well, that's a bit strange, Wizard said. Like, you can write an HDMod, but you can't compare text files. :)
In HotA, it's already set up so that all text files are taken from within the program, and external text files are ignored. It wouldn't be too difficult to add a similar feature to HD.
That's a strange thing Wizard said. Like, you can write an HD mod, but you can't compare text files :)
In HotA, it's already done so that all text files are taken from within the program, external text files are ignored. Adding a similar feature to HD won't be very difficult.
+1 so that some smart guys don't change the hero skill tree, don't edit templates, etc.
Here's an example. We played a 2v2 game with 4 passwords. After the game is finished and I enter all 4 passwords and open the map in single-player (or hot-seat), it would be nice if all 4 passwords were saved in one file, so that I don't have to search through the history in ICQ logs later if I need to view the saves after some time.
The key point here is "After the game is finished." It would be more rational to simply remove the password from the game and thus avoid using passwords altogether. The game allows this. If there is a starting map, then we need to think about how to take it from the host, or how to remove the password without a starting map. It would be ideal if, after the phrase "gg" in the chat, the password would be removed :smile12:. But often, it doesn't even get to that point. Or maybe we could come up with an icon in the interface - "concede defeat" with all the consequences?
It is possible to create a comparison of text files, but it is quite laborious. After all, text files need to be compared according to specific parameters, as there are different language versions.
I don't have time for this in the foreseeable future.
But I can tell WiZarDX_576 how to do it.
(it's simple:
1. host: requests text files
2. connected: receives the host's request, opens the text file, sends it to the host (this is done for each required text file)
3. the host receives the text file, compares it with its own, if there are discrepancies, it reports them and sends a message to the connected user.)
***
So, influenced by watching streams, I added a display of the opponent's timer while waiting for their turn.
But this feature is useless with the turn timer.
Here's an idea: the player waiting for their turn could see the total number of movement points of the opponent's heroes as a percentage. This would be convenient for players and stream viewers.
A big request to **baratorch**. Please remove the password from the tournament save for the blue player. The player has been inactive for a long time, there is no way to find out the password, and the save is needed for the judges to award the victory based on the actual game result.
A big request to baratorch. Please remove the password from the tournament save for the blue player. The player hasn't been active for a long time, there's no way to find out the password, and the save is needed so that the judges can award the victory based on the actual situation.
In such cases, I think it's more reasonable to immediately award the loss to the missing player. And include this in the tournament rules. At least to avoid bothering Baratorch with such trivial matters.