Posts from HoMM3 HD is a mod (add-on) for the game Heroes of Might and Magic 3.
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Such issues should be resolved through voting and only with an overwhelming majority of votes.
By the way, what is the underlying programming principle behind the green multi-door teleport? It could potentially smooth things out.
Let's vote, we only need 3 options: 1. Remove them 2. Leave them (I played with them in HotA and I like them) 3. Leave them (I haven't played HotA, but don't touch the original heroes!)
P.S. In general, just add a checkbox in the HD mod to remove/leave the one-sided units, and everyone will be happy. We just need to convince Baratosh.
"Сущность войны — обман. Искусный должен изображать неумелость. При готовности атаковать демонстрируй подчинение. Когда ты близок — кажись далёким, но когда ты очень далеко — притворись, будто ты рядом."
When replacing sulfur with candy in the Naga banks, did you ask many people? They grumbled a bit and got used to it. Bugs need to be addressed critically, without considering public opinion. In the worst case, leave a checkbox option during generation so that people don't complain too much.
Added 9 minutes later
A portal is a connection between two zones, an alternative to a simple passage and entrance/exit from a dungeon. Therefore, if this is not intended by the map creator (and randomness cannot think by definition), portals should only be two-way.
When they say there's 1 road to the village on the map, they mean: 1 road to the village + 1 road to the main road (which connects it to the rest of the road network).
Using the same logic, one could say that entering the underground should only require passing through one guard, because that's how it works in regular passages.
I think that in 50%+ of "regular" passages, there are two or more guards. The passage can be wide and also divided into two or three sections, each with its own guard, even though essentially there is only one passage.
"Сущность войны — обман. Искусный должен изображать неумелость. При готовности атаковать демонстрируй подчинение. Когда ты близок — кажись далёким, но когда ты очень далеко — притворись, будто ты рядом."
When there are many zones on the map, two-sided monoliths are used first, then one-sided ones, and when the one-sided ones run out, the two-sided ones start going through a second cycle, thus creating a four-sided monolith. :smile11:
I think a "normal" passage, where 50+% of the time, has 2 or more guards. The passage can be not only wide but also divided into two/three, and each will have its own guard, although the passage is essentially only one.
In 95% of cases, you can bypass one guard and pass through, which is not possible with the entrance to the dungeon. The moral of this story is that regular passages are regular passages, going down to the dungeon is going down to the dungeon, two-way passages are two-way passages, and one-way passages are one-way passages, and IMHO, it's not worth equating one with the other.
I just wanted to convey that one-way passages were clearly designed for companies and fixed maps because the connections on the templates do not imply "only entrance".
"Сущность войны — обман. Искусный должен изображать неумелость. При готовности атаковать демонстрируй подчинение. Когда ты близок — кажись далёким, но когда ты очень далеко — притворись, будто ты рядом."
I just wanted to point out that one-way connections were clearly designed for scenarios and fixed maps because the connections on the templates don't imply "only entry."
Or as a last resort - to force a restart on the only road leading out of a one-way passage on heavily penalizing terrain, up to 115. Jebus Cross does have that.
