Skip to content

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

4.7 (6 ratings)
User Avatar
#2903
Auto-translated
I have a small bug. I attack creatures with Cursed armor BEFORE casting the spell.


1680x1050(3.18 MB)

image hosting

and then

1680x1050(2.86 MB)

image hosting

true stretchable

it only appears in fullscreen mode; in windowed mode, everything is fine.
***

I never would have thought that battles are not repeatable; I was absolutely sure they were identical.
***
by the way, does the latest version have an AI vs. AI battle, or not? I mean a real one, not a quick one?
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
User Avatar
#2904
Auto-translated
Here's another request, Baratortch. I remember you mentioned somewhere that you could make it so that autosaves are already unpacked in the game. Could you add an option in the launcher, within the game's configuration file, to enable or disable this feature?
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
#2905
Suggestion for improvement: When you move all army from one hero to another, the single unit that is left, is often not the one you want to be left. For example if you have both imps and pikemen then you will have 1 pikeman left instead of the 1 imp you want. Would be nice to have the unit left with a priority like this:

Dragon flie, silver pegasi, obs gargoyle, sprite, serpent flie, harpi hag, royal griffen, centaur captain, wolf raider, storm elemental, hobgoblin, pixie, familiar, wraith, centaur, stone gargoyle, harpy, imp, goblin, skell warrior, gnoll marauder, inf troglodyte, master gremlin, halberdier, gnoll, gremlin, skelleton, troglodyte, pikeman.
User Avatar
#2906
Use ctrl+shift+alt+left click to move all your army except the single selected unit.
#2907
Good to know, allthough I doubt many people use or can remember this shortcut.
User Avatar
#2908
I believe the more streamers will use it the more players will know.
#2909
Auto-translated
Aiwe
If there are opponents to the restructuring, saying that it changes the gameplay, then removing one-sided units would be very cool, and I'm sure everyone would like it.
Fans of changing the gameplay are gathering in the Discord chat. Check it out.
If someone could show me these places in the code, I could quickly add full repeatability; otherwise, I'll spend a long time searching...
So, 2 battles in reality won't be different either? So, the AI will lose the randomness that makes it stronger. We'll end up disabling morale for neutrals as well)

How difficult is it to change the size/color of the font of the neutral unit number in the stack, depending on the number of that stack?
648050691
In reply to zoog
User Avatar
#2910
Auto-translated
zoog
Fans of changing the gameplay gather in the in-game chat. Check it out.

And how does removing one-way paths change the gameplay? Or is it also part of the gameplay when the player takes a single path to a one-way path? Well, then, sorry, replayable auto-battles, bugs, and desynchronization are also part of the gameplay; remove the HD mod and play like that, you true SOD player.

P.S. There are many excellent HL templates, but, unfortunately, the presence of one-way paths strongly discourages people, as, by the will of the generator, an equal game can instantly turn into nonsense.
http://heroes3.tv/aiwe
User Avatar
#2911
Auto-translated
I agree with the suggestion to fix the issue with one-sided structures; it's a bug that significantly hinders gameplay on HL+U templates, which the creators apparently didn't consider when designing the monoliths.
heroes3.tv/juristis
ICQ - 488-784-621, skype - juristis18

Весна 2014.
#2912
Auto-translated
You guys are really something. I also understand that playing with only one exit through a one-way passage is not ideal, and it's convenient without one-way passages. But is it fair to call the designers fools who didn't understand that one-way passages are an obstacle? It's just a bug, it's bound to happen... Following that logic, we should also remove the starting positions of Shakti/Valeska/Legion with only one stack, and the roads that take 4-5 days to traverse, and we could probably come up with many more complaints about the random map generator. But I thought that those who dislike randomness had long since switched to the World Tree.
Aiwe
Well, then, sorry, replayable auto-battles, bugs, and desynchronization are also part of the gameplay; remove the HD mod and play like that, you true SOD player.
I don't like the first point; it really changes the game. Bugs and glitches are not part of the gameplay; I hope I don't need to explain why.

Added 4 minutes later
Aiwe
Or is it also part of the game when the main hero goes down the first road into a one-way passage?
Generally, yes, even if it's not the most pleasant thing. I think using map templates with a reduced number of connections is a reasonable way to address this, and in general, 1-2 extra heroes usually solve the problem.
648050691
#2914
Auto-translated
Lider1, in short: some games are intrusive and overproduced, while others are just Games. If you consider this heresy, just skip it. Hives/skeletons are not considered an imbalance yet. However, starting with Vidomina leads to monotony, which is why such things were limited. Also, don't exaggerate; I never said that the original Heroes were perfect, but if we change everything, we'll end up with a bland "press any key - you win!" experience. [off]I just think that fighting against a map, discovering its important components, is part of the game, which might be why we have a misunderstanding?[/off]
648050691
In reply to zoog
User Avatar
#2915
Auto-translated
zoog
[off]I just think that struggling with a map, discovering its important components, is a key part of the game, maybe that's why we have a misunderstanding?[/off]
There's just a line between struggling with a map and common sense. For example, when in a skirmish map, you have only one road to the Guardian Tower, and the secondary paths are swamp and tower. So, go ahead and struggle with the map. One-sided maps are in the same category, only it's harder to restart them because they are discovered later. It's very pleasant to enter a swamp zone and find a road to a monolithic exit, but it's not very clear where to look for the entrance. But, to be fair, this is not a problem with the game itself, but with the templates where there are 100500 zones, and the player who starts playing these templates should understand what they are getting into.
In reply to Dirty_Player
User Avatar
#2916
Auto-translated
Dirty_Player
But, in fairness, I want to say that this isn't a problem with Heroes, but with the maps themselves, where there are 100500 zones. Any player who starts playing these maps should understand what they're getting into.

And by the way, that's also a great point.

"I don't play these maps, but you still can't touch anything in them!"

You can stand your ground. Original maps were created separately from Heroes. Therefore, it's not a problem with Heroes.
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
#2917
Auto-translated
The existing limitations are reasonable; diplomacy and special necromancy are imbalanced.
If you haven't noticed, no one changes everything. That's what Warlords, HotA, and others are for.
But who will decide what is allowed and what is not? The Warlords players also think they are right. That's why my position is "if it works, don't touch it!"
GG?
If there's no willpower to push through, then yes. As a penalty for unreasonable use of the restart (don't be greedy).

Added 3 minutes later
Dirty_Player
There's simply a line between fighting the map and common sense. For example, when on a small map, you have only one path to the main city, and the secondary paths are swamp, tower, etc. Then fight the map. One-way paths are the same, only they are harder to restart because they are discovered later. It's very pleasant to enter a swamp area and find a path to a single exit, but it's not very clear where to find the entrance. But, to be fair, this is not a problem with the game itself, but with the templates where there are 100500 zones, and the player who starts playing these templates should understand what they are getting into.
That's correct. But a single exit in a difficult area happens in less than 5% of games, and if there is a choice - to simplify the game or leave some of the unplayability, I doubt which of the two is worse.
648050691
User Avatar
#2918
Auto-translated
Lider1
Ok. Fight on! No more rests left.
гг?
There are 2 exits via off-road ;)

What's stopping us from doing the same as with the roads? Just a click and no one-ways. Click again and they're back. And everyone plays how they want. Theoretically, programmatically it's not hard; practically, I have no idea.

By the way, the choice of roads is also an interference with the original SoD.