Posts from HoMM3 HD is a mod (add-on) for the game Heroes of Might and Magic 3.
Hmm, not sure if it's appropriate to ask here, but anyway. I downloaded the text files that remove cartographers and healing forts, and placed them in the *Heroes root folder*/Data, but there's no effect. Is it possible that I made a mistake, or maybe HD+ doesn't use them, or the connected SuperPack Rus 1.4 module is interfering?
I tried. It doesn't seem to work :( Is there a priority for reading between packs? Moving my "pack" (a folder with text files inside) to the end or the beginning of the list (in the HD settings) didn't yield any results :( What am I doing wrong?
последняя версия - 5.0 RC96 (19.09.2020)
последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8
полное подробное описание
I personally have a request for the developers: please fix the bug with the witch huts. I think everyone is aware of it, and no one would object. Otherwise, it seems like everyone forgets about it, but fixing this bug would add some variety to the game.
What bug are you talking about with the witch huts?
What is this bug with the huts?
What is the bug with the huts?
Восстановил старый номер аси, теперь тут: 625045517
"Это нам идеально подходит" (с)
"Лабета - папашка на первую неделю" (с)
When playing on any map templates, in huts, you can only learn: ballistics, diplomacy, economics, leadership, logistics, air and fire magic, mysticism, wisdom, eagle eye, scouting, pathfinding, archery, and luck. However, Toga offers the possibility to expand the list of skills to include all of them, as it should be, based on the properties of this object.
Thank you, I didn't know that.
I think it would be logical to include everything there. I've wanted to play a Kirei with necromancy for a long time (I'm not joking).
When playing on any map templates, in huts, you can only learn: ballistics, diplomacy, economics, leadership, logistics, air and fire magic, mysticism, wisdom, eagle eye, scouting, tracking, archery, and luck. However, Toga offers the possibility to expand the list of skills to a complete set, as it should be, based on the properties of this object.
Справочник по НоММ-4 http://handbookhmm.ru/pamyatka-dlya-heroes-iv.html
Памятка по НоММ-3 http://handbookhmm.ru/pamyatka-dlya-homm-iii.html
и HotA http://handbookhmm.ru/vyishla-obnovlennaya-pamyatka-dlya-homm-iii-hota.html
By default (without any checkboxes selected), all skills should be available, except for Leadership and Necromancy. You can customize which skills are available, so the generator sets its own fixed set.
Exactly, when creating a random map, due to a flaw by the developers, you will never be able to obtain Earth Magic and some other skills in the hut. They are excluded from the possible skills that can be generated when creating a random map. This was not intended by the developers, but nevertheless, that's how it turned out. Therefore, this phenomenon can be attributed to a bug.
Exactly, when creating a random map, due to a flaw by the developers, you will never be able to obtain the Earth skill and some other skills in the hut. They are excluded from the possible skills that can be generated when creating a random map. This was not intended by the developers, but nevertheless, that's how it turned out. Therefore, this phenomenon can be attributed to a bug.
I've known about this flaw for a long time; I can't quite bring myself to call it a bug. On fixed maps, we made all skills available, except for diplomacy and some other useless ones. Why not fix it for random maps as well?!
The problem, in my opinion, lies in your attitude – "everything that is done in a way that is inconvenient for me is a bug." This is equivalent to the well-known calls for the extermination of water artifacts, mapmakers, and obelisks – this has long been settled.


