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

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#2934
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Such issues should be resolved by voting and only with an overwhelming majority of votes.
In reply to JustObserver
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#2935
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JustObserver
Such issues should be resolved through voting and only with an overwhelming majority of votes.
Did anyone ask when replacing sulfur with candy in the Naga banks? People grumbled a bit and got used to it. Bugs need to be addressed critically, without considering public opinion. In the worst case, leave the option as a checkbox during generation so that people don't complain too much.
#2936
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Lider1, would you agree to eliminate the 1-point skills in exchange for increasing all defense values by 20%?
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In reply to rebellious
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#2937
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rebellious
By the way, what is the underlying programming principle behind the green multi-door teleport? It could potentially smooth things out.
When there are many zones on the map, two-way monoliths are used first, then one-way monoliths, and when the one-way monoliths run out, the two-way monoliths start going through a second cycle, thereby creating a four-way monolith. :smile11:
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#2938
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Everyone except Zug seems to be in favor of removing the one-sided units, so what are you still arguing about?

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.
http://heroes3.tv/aiwe
In reply to Aiwe
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#2939
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A portal is a connection between two zones, an alternative to a simple passage and an entrance/exit from a dungeon. Therefore, unless the map creator intended otherwise (and randomness, by definition, cannot plan), portals should only be two-way.
"Одержать сто побед в ста битвах — это не вершина воинского искусства. Повергнуть врага без сражения — вот вершина.
"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."
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#2940
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Vatya
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.
Bugs need to be fixed; one-sided things are not bugs. Remember how they introduced the absence of a second level in neutral villages, which was then quickly removed.

Added 9 minutes later
Rabe
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.
Using the same logic, one could say that only one guard should block the passage into the underground, because that's how it is in ordinary passages.
#2941
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Roger DAltavilla
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).
I played around with it. 20 generations, and in 70% of them, there was 1 road to the village and 1 to the main road. So, it shouldn't be a reason to restart.
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In reply to JustObserver
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#2942
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JustObserver

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.
"Одержать сто побед в ста битвах — это не вершина воинского искусства. Повергнуть врага без сражения — вот вершина.
"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."
In reply to Dirty_Player
#2943
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Dirty_Player
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:
But it exists sometimes, and sometimes it doesn't. And it's not such a common occurrence. And it seems to appear when the total number of transitions is increased due to multiple transitions between some two zones (it happened that a transition between two identical zones was in the form of underground gates, monoliths, and even two types of teleports). That is, this direction in mapmaking is still somehow regulated.
Summer 2013


In reply to Rabe
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#2944
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Rabe
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.
And in 95% of cases, you can defeat one guard and pass through, which cannot be done with a passage to the dungeon. The moral of this story is that normal passages are normal passages, a descent into the dungeon is a descent into the dungeon, two-way passages are two-way passages, and one-way passages are one-way passages, and IMHO, it is not worth equating one with the other.
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#2945
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JustObserver
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".
"Одержать сто побед в ста битвах — это не вершина воинского искусства. Повергнуть врага без сражения — вот вершина.
"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."
In reply to Rabe
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#2946
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Rabe
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."
So, there is an exit; it's just located in a different part of the zone.
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#2947
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If we relax the ideology and rules regarding the placement of monoliths a bit, but pay attention to the arguments and complaints that single-faction players want to address, we can see that they serve as movement restrictors (albeit with their own unique characteristics, but still), just like any powerful guard protecting an object and blocking the path. So, let's ban all object guards from spawning directly next to the road network to prevent them from hindering movement... and on an 8x8 map, let's reduce the size of units and objects so that they can be bypassed more easily.
МУДРЫЙ - не обязательно старый, ОПЫТНЫЙ - не обязательно мудрый... обладатель и того и другого всегда должен помнить слова НАПОЛЕОНА БОНАПАРТА: Война состоит из непредусмотренных событий; В каждом большом деле всегда приходится какую-то часть оставить на долю :smile33: СЛУЧАЯ...
#2948
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+1
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.
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