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

4.7 (6 ratings)
In reply to zoog
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#2964
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Why wouldn't they agree? Let them provide well-reasoned arguments. After all, it won't change anything in the gameplay. And half of them don't even know what we're talking about.
ICQ: 564224919
#2965
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The fact that skills with numbers higher than 15 are unavailable in huts is definitely a purely technical bug, regardless of whether it should be fixed or not.
In reply to Sav
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#2966
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Sav
The fact that the lack of skills with numbers higher than 15 in huts is purely a technical bug is certain, regardless of whether it should be fixed or not.
Here's a person writing with arguments. And what's the problem with witches giving all the skills they're supposed to? Who would be harmed by that?
ICQ: 564224919
In reply to zoog
#2967
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zoog
I think a good half of the players wouldn't agree. [del]And the bad ones would even swear.[/del]
The issue, in my opinion, lies in your attitude – "anything that's done in a way that's 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.
Of course, this is more like a technical error than a bug – it's like missing a letter in some description. It just needs to be fixed as it should be. And, most likely, some of those who know might not agree, and that's just out of spite, and only at first. The other half – those who don't know – won't even notice. By the way, this makes the question "Why is Necropolis so strong?" less acute. (And it's a funny point, especially for online play, when universities offer to buy Necromancy – because it can't be bought by any mortal anyway, but Necromancers already have it).
Summer 2013


#2968
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Sav, thanks for the info. I thought that the random skill set on random maps was a consequence of some old choice, maybe for a fix, that went unnoticed, and I only objected to the desire to make the game easier. And then the only objection might be a misunderstanding among new players or players from other communities (after all, this is an obvious change to the game, like refugees in camps) or traditionalists. I'm withdrawing my objections, but I won't vote "for" either).
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#2969
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Just to clarify: the absence of necromancy is not a bug; the absence of navigation is definitely unknown: it's possible that it was intentionally disabled, but I think it's more likely that it was a mistake and they should have disabled leadership instead, as is the default on fixed maps.
However, the absence of all other missing skills – skills with numbers greater than 15: water magic, earth magic, literacy, tactics, artillery, learning, attack, armor, intelligence, magic, resistance, first aid – is definitely a bug.
#2970
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I noticed a while ago that the strongest hero in the tavern is constantly being monitored. And hiding the main hero has become an instinct among Heroes players (correct me if I'm wrong). Therefore, the new etiquette for the first few days will be: buy a random hero, give him the army, and never let the main hero control it for more than a second.
If this isn't a feature (and judging by the history, it probably isn't), let's remove it?
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In reply to zoog
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#2971
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zoog
I noticed a long time ago that the strongest hero in the tavern is constantly being monitored. And hiding the main hero has become an instinct among Heroes players (correct me if I'm wrong). Therefore, the etiquette for the first few days will now be: buy a random hero, give him an army, and never let the main hero control it for more than a second.
If this isn't a feature (and judging by the history, it probably isn't), let's remove it?
The strongest hero can also be a Miner with 1 trag. He just came with 3 stacks, but they were reduced.

In general, you can't hide your main hero on map 111, no matter how you rearrange the army. The strongest hero is identified by the army that theoretically came with him.

Thus, Ivory and Val and others are easily identified.
Ася 390383586

Осень-Зима 2013-14.
#2972
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Vatya, this is a specific case. And what's the point of hiding Shakti/Valeska who arrived without stacks? Plus, I'm not sure if you checked specifically based on the army composition, as you mentioned?
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#2973
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A connecting player can view and copy their password by attempting to load their save file for this game in single-player mode.
- Password saving to a text file has been removed as it is no longer needed.
But if there is no save file, how can I remember the password?

We were playing a month ago, the opponent saved, we loaded it, where can I find the password?
Ася 390383586

Осень-Зима 2013-14.
#2974
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3.672 -> 3.700 (03/12/2014)

General:

[+] Improved the map error correction mechanism (among other things, fixed a number of bugs, including the hero disappearing in a multiplayer game while waiting for their turn).
[ ] Improved compatibility with HotA, fixed issues with various renderers (color modes).
[-] Bug: in a multiplayer game, while waiting for their turn, players could equip artifacts through the backpack window.


HD+:
[!] WARNING! The save protection system has been changed. Saves from previous versions will not be readable!

- Now, the password of the owner of the protected save (the player who created the save) is saved in the save file itself, and when this save is loaded, the owner's password is automatically entered. Thus, in a multiplayer game, only the connecting player needs to enter the password. The host (the author of the save) does not need to remember the password. And the connecting player can view and copy their password by trying to load their save in single-player mode.
- Saving passwords to a text file has been removed as it is no longer needed.
- Sending your save to an opponent is equivalent to sending the password (this solves the problem of sending passwords in Cyrillic to non-Russian speaking players, if such a situation arises).
- If a player forgets their password and loses their saves, the password cannot be recovered!

I have been contacted about password recovery, sorry for not responding, I am quite busy in real life...
I am posting the debug version 3.672 again for open access - in it, all passwords are automatically entered in single-player and HotA. If someone wants to finish (but now unprotected) the game with forgotten passwords.

With the new version 3.700, it is definitely necessary to follow the rule: losing the password = losing the game.

Added 14 minutes ago
Vatya
What if there is no save file, how do you remember the password?

We were playing a month ago, the opponent saved, we loaded it, where do I get the password from?
You don't need to delete your save file for this game - that's all (just like before, you didn't need to ask for a text file with passwords). Or just remember the password.
HoMM 3 HD:

последняя версия - 5.0 RC96 (19.09.2020)

последнее видео: https://www.youtube.com/watch?v=u70wC0DJ7I8

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In reply to baratorch
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#2975
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baratorch
I've been getting requests to help with password recovery, sorry for not responding, I'm quite busy in real life...
I'm posting the debug version 3.672 again for open access - it automatically fills in all passwords in single-player and hotseat. If anyone wants to finish (but now unprotected) the game with forgotten passwords.
But what about those who have tournament games saved and want to continue playing with passwords? That's why I temporarily removed the link.

P.S.: And is it possible to make it so that after entering the opponent's password after the game, it is also saved in their save file? Just in case someone wants to remember a game that was played a long time ago.
In reply to Vatya
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#2976
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run a file recovery program and restore the save -> grab a debugger and look for the password.
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#2978
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After updating to version 3.700, the Windows color scheme changes to "simplified" when the game is launched. As a result, the battle animation speed-up feature stops working. Is there a solution?
icq 385383256